Axioms of the Unfinished
A master diviner's grimoire turns philosophical questions into magic, but each answer challenges the certainty of the one who asks.
Spellbook · Wizard, School of Divination · Level 20
Axioms of the Unfinished
A master diviner's grimoire turns philosophical questions into magic, but each answer challenges the certainty of the one who asks.

Ex librisIlyra VennWizard, School of Divination

At a glance
Level
20
Wizard, School of Divination
Spells
8
1 cantrip, 3 signature
Spell slots
1st level
2nd level
3rd level
4th level
5th level
6th level
7th level
8th level
9th level
At the table
A margin note
Plot hook
Spells
8 spellsCantrips
1- Choose one visible object or creature. You learn whether it is moving, whether it is visibly damaged, and whether it is currently under an illusion or transformation effect. The spell reveals no identity, motive, or hidden thoughts.
- Duration
- Instantaneous
- Target
- One visible object or creature
- Components
- V, S
- Higher levels
- At 5th level, range becomes 60 feet; at 11th, 120 feet; at 17th, 300 feet.
- Source
- Original Creation
1st level
1- On a failed save, the target subtracts from the triggering ability check. The spell has no effect on an attack roll or saving throw.
- Duration
- Instantaneous
- Target
- One creature making an ability check
- Components
- V
- Save or attack
- The target makes a Wisdom saving throw; on a success, the check is unaffected.
- Higher levels
- When cast using a 2nd-level or higher slot, the target also subtracts from the next ability check it makes before the end of its next turn.
- Source
- Original Creation
2nd level
1- Name a specific action you might take within the next minute. You receive a brief, symbolic impression of one likely immediate consequence and one plausible alternative consequence if you refrain. The DM determines the impressions, which can be incomplete or uncertain.
- Duration
- Concentration, up to 10 minutes
- Target
- Self
- Components
- V, S, M (a small mirror)
- Higher levels
- When cast using a 3rd-level or higher slot, the spell can show one additional branch for every two slot levels above 2nd.
- Source
- Original Creation
3rd level
1- On a failed save, the target is marked by your demand for evidence. The first time each turn an attacker other than you hits it with an attack, that attack deals an extra psychic damage. The spell ends for a target that succeeds on its repeated save.
- Duration
- Concentration, up to 1 minute
- Target
- One creature
- Components
- V, S, M (a loop of silver wire)
- Save or attack
- Wisdom saving throw negates; the target can repeat the save at the end of each of its turns.
- Higher levels
- When cast using a 4th-level or higher slot, you can target one additional creature for each slot level above 3rd.
- Source
- Original Creation
4th level
1- Choose a humanoid you have seen. Your appearance and clothing take on that creature's visible likeness for the duration. Physical interaction reveals the illusion, and a creature can use its action to inspect you, making an Intelligence (Investigation) check against your spell save DC to discern it.
- Duration
- Concentration, up to 10 minutes
- Target
- Self
- Components
- V, S, M (a glass bead worth at least 50 gp)
- Higher levels
- When cast using a 5th-level or higher slot, the illusion can also reproduce the subject's voice, but cannot imitate specific knowledge.
- Source
- Original Creation
5th level
1- On a failed save, the target takes the damage and becomes restrained by luminous, branching lines of thought. It repeats the save at the end of each of its turns, ending the spell on itself on a success. The lines have no effect on creatures immune to being charmed.
- Duration
- Concentration, up to 1 minute
- Target
- One creature
- Components
- V, S
- Save or attack
- Wisdom saving throw; success halves initial damage and prevents the restrained condition.
- Damage
- psychic
- Higher levels
- When cast using a 6th-level or higher slot, initial damage increases by per slot level above 5th.
- Conditions
- Restrained
- Source
- Original Creation
7th level
1- On a failed save, the target cannot take reactions and must use its movement on each of its turns to move in a direction you choose, if able. The target can still take an action and bonus action. The spell ends for it when it succeeds on a repeated save.
- Duration
- Concentration, up to 1 minute
- Target
- One creature
- Components
- V, S, M (a cracked crystal worth at least 100 gp)
- Save or attack
- Wisdom saving throw negates; the target repeats the save at the end of each of its turns.
- Higher levels
- When cast using an 8th-level slot, the duration becomes 10 minutes.
- Source
- Original Creation
9th level
1- Choose one nonmagical, unattended object no larger than a 20-foot cube. For the duration, reshape its material into another nonmagical form made of the same material, preserving its total mass. The spell cannot create valuable materials, functioning complex mechanisms, or objects with magical properties. When concentration ends, the object returns to its original form.
- Duration
- Concentration, up to 1 minute
- Target
- One nonmagical, unattended object within range
- Components
- V, S, M (a blank page and ink made from a rare mineral worth at least 1,000 gp, which the spell consumes)
- Save or attack
- None; the DM determines whether the proposed alteration fits the spell's limits.
- Higher levels
- This spell has no effect when cast using a slot lower than 9th.
- Source
- Original Creation
In the margins
3 notes
DiaryA conclusion is only a door that has forgotten it can open both ways.
WarningDo not mistake a likely future for a promised one. The distinction has buried better mages than me.
FormulaThe central theorem requires a living observer. Remove the observer and every proof becomes an argument.
The book itself
Every spell begins with a question about choice, identity, or consequence.
The silver diagrams rearrange themselves to reflect the reader's assumptions.
The caster
Wizard, School of DivinationIlyra Venn
Studies: Divination and the philosophy of choiceManner: Patient and courteous, but she answers direct questions with another question when she suspects the asker wants reassurance rather than truth.Focus: A silver compass whose needle points toward the most consequential uncertainty nearby.Quirk: She writes down two possible answers to every casual question and leaves the page open until one proves more useful.Wants: To locate the person whose choices have begun altering the futures recorded in her pages.Ilyra Venn was once a royal court diviner who resigned after her prediction helped cause the very coup she hoped to prevent. She compiled the codex to study the difference between knowing a future and choosing it.
The book
A treasured, narrow codex bound in midnight-blue leather, its silvered pages covered in diagrams that shift when viewed from different angles. The final leaves are blank until their reader asks a question they fear answering.
Its wards · GM only
About the book
FormatSilver-threaded philosophical codex
ThemeArcane philosophy: original spells about observation, uncertainty, identity, and choice
Written by aWizard, School of Divination
Caster level20
SystemDungeons & Dragons 5th Edition
Plot hooks
1A rival philosopher-mage claims the codex contains a proof that can undo a historic catastrophe, and has begun stealing its missing pages.
2The silver diagrams have started depicting an unfamiliar observatory and a person the owner has never met.
3A university hires the party to retrieve the codex after its wards trap an entire faculty in an endless debate.
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