The Codex of Prismatic Lattice
A masterpiece of arcane scholarship that treats magic as a precise crystalline science rather than a chaotic art.
Spellbook · Wizard (Order of Scribes) · Level 5
The Codex of Prismatic Lattice
A masterpiece of arcane scholarship that treats magic as a precise crystalline science rather than a chaotic art.

Ex librisArchivist Vaelin ThorneWizard

At a glance
Level
5
Wizard (Order of Scribes)
Spells
12
3 cantrips, 4 signature
Spell slots
1st level
2nd level
3rd level
At the table
A margin note
Plot hook
Spells
12 spellsCantrips
3- You spike the target's mind with psychic energy. On a failed save, the target takes damage and must subtract from its next saving throw before the end of your next turn.
- Duration
- 1 round
- Target
- One creature
- Components
- V
- Save or attack
- Intelligence saving throw
- Damage
- psychic
- Higher levels
- Increases by at 5th level, 11th level, and 17th level
- Source
- Tasha's Cauldron of Everything
- You create a minor magical effect, such as cleaning an object, lighting a candle, or creating a sensory spark.
- Duration
- Up to 1 hour
- Target
- Point in range
- Components
- V, S
- Source
- Player's Handbook
- A spectral, floating hand appears. You can use your action to control the hand to manipulate objects up to 10 pounds.
- Duration
- 1 minute
- Target
- A point within range
- Components
- V, S
- Source
- Player's Handbook
1st level
4- You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range.
- Duration
- Instantaneous
- Target
- Creatures within range
- Components
- V, S
- Save or attack
- Automatic hit
- Damage
- force
- Higher levels
- Each higher slot adds 1 dart ( damage)
- Source
- Player's Handbook
- An invisible barrier of magical force appears. Until the start of your next turn, you have a bonus to AC and you take no damage from Magic Missile.
- Duration
- 1 round
- Target
- Self
- Components
- V, S
- Source
- Player's Handbook
- You sense the presence of magic within 30 feet of you. You can see a faint aura around visible creatures or objects that bear magic.
- Duration
- Concentration, up to 10 minutes
- Target
- Self
- Components
- V, S
- Source
- Player's Handbook
- You choose one object that you must touch throughout the casting of the spell. You learn its magical properties and how to use them.
- Duration
- Instantaneous
- Target
- One object or creature
- Components
- V, S, M (a pearl worth at least 100gp)
- Source
- Player's Handbook
2nd level
3- Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
- Duration
- Instantaneous
- Target
- Self
- Components
- V
- Source
- Player's Handbook
- Three illusory duplicates of yourself appear in your space. These duplicates mimic your actions. Attacks may hit a duplicate instead of you.
- Duration
- 1 minute
- Target
- Self
- Components
- V, S
- Source
- Player's Handbook
- When a creature you can see within range casts a spell, you can attempt to disrupt the mana flow. The target must make a Constitution saving throw. On a failure, it takes force damage and the spell it is casting is cast with a -2 penalty to the DC or attack roll.
- Duration
- Instantaneous
- Target
- One creature casting a spell
- Components
- S
- Save or attack
- Constitution saving throw
- Damage
- force
- Higher levels
- Increases by per slot level above 2nd
- Source
- Original Creation
3rd level
2- You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect.
- Duration
- Instantaneous
- Target
- One creature casting a spell
- Components
- S
- Save or attack
- Special Ability Check
- Higher levels
- Higher slots automatically counter equal or lower level spells
- Source
- Player's Handbook
- Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends.
- Duration
- Instantaneous
- Target
- One creature, object, or magical effect
- Components
- V, S
- Save or attack
- Special Ability Check
- Higher levels
- Higher slots automatically dispel equal or lower level spells
- Source
- Player's Handbook
In the margins
4 notes
FormulaThe curvature of the Shield spell is not a sphere but a 4-dimensional hyper-cone. Recalibrate somatic gestures accordingly.
WarningNever attempt to use Dispel Magic on a localized mana rift. The feedback loops are lethal.
DiaryDay 402: I have noticed the ink moving when I am not looking. The Lexicon is developing a consciousness of its own.
DiagramA detailed drawing showing how Force damage vibrates at a specific frequency to bypass physical density.
The book itself
The book emits a low hum at the frequency of Middle C when near powerful magical items.
Several pages are actually made of thin sheets of polished lead to prevent divination spells from reading them.
The caster
WizardArchivist Vaelin Thorne
Studies: Pure ThaumaturgyManner: Vaelin is cold, clinical, and views every magical effect as a mathematical equation to be solved.Focus: A magnifying glass with a lens carved from a clear sapphire.Quirk: Vaelin reflexively counts the number of syllables in every sentence spoken to him.Wants: To locate the 'Prime Node,' a theoretical point where all ley lines intersect in perfect harmony.Vaelin was a disgraced professor at the Silverymoon Academy who claimed to have mapped the underlying geometry of the Weave itself.
The book
The book is bound in shimmering blue dragonhide that shifts colors when tilted. Its spine features a series of five rotating bronze gears that must be aligned to open the clasp. The pages are made of vellum infused with powdered silver, making the ink appear to hover slightly above the surface.
Its wards · GM only
About the book
FormatMechanical Folio
ThemeArcane
Written by aWizard (Order of Scribes)
Caster level5
SystemDungeons & Dragons 5e
Plot hooks
1The gears on the spine are actually the internal components of a lost Inevitable. Its brethren are coming to retrieve it.
2A local library offers a fortune for the book, but Vaelin Thorne's ghost is tethered to the vellum and will only allow those of high Intelligence to carry it.
3The Arcane Feedback spell in this book is written in a code that, when solved, reveals the coordinates of a hidden tower in the Plane of Force.
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