Cinder and Mirror
A master illusionist uses elemental spectacle to make the false feel lethal and the real world feel uncertain.
Spellbook · Wizard, School of Illusion · Level 16
Cinder and Mirror
A master illusionist uses elemental spectacle to make the false feel lethal and the real world feel uncertain.

Ex librisMira VennWizard, School of Illusion

At a glance
Level
16
Wizard, School of Illusion
Spells
11
1 cantrip, 1 signature
Spell slots
1st level
2nd level
3rd level
4th level
5th level
6th level
7th level
8th level
At the table
A margin note
Plot hook
Spells
11 spellsCantrips
1- Choose a nonmagical flame that fits within a 5-foot cube. You can expand, extinguish, or alter its appearance, or create simple shapes and images with it.
- Duration
- Instantaneous or up to 1 hour
- Target
- One nonmagical flame that fits within a 5-foot cube
- Components
- S
- Higher levels
- Cantrip
- Source
- Xanathar's Guide to Everything
1st level
2- Gain resistance to the triggering damage type until the start of your next turn, then channel some of the energy into a melee strike.
- Duration
- 1 round
- Target
- Self
- Components
- S
- Damage
- The first melee weapon hit on your next turn deals an extra of the triggering damage type
- Higher levels
- The extra damage increases by for each slot level above 1st.
- Source
- Elemental Evil Player's Companion
- Hurl a 4-inch-diameter sphere of chosen elemental energy at a creature within range.
- Duration
- Instantaneous
- Target
- One creature
- Components
- V, S, M (a diamond worth at least 50 gp)
- Save or attack
- Ranged spell attack
- Damage
- acid, cold, fire, lightning, poison, or thunder
- Higher levels
- Damage increases by for each slot level above 1st.
- Source
- Player's Handbook
2nd level
1- A sudden peal of painful sound erupts at a point you choose. Creatures in a 10-foot-radius sphere take thunder damage; inorganic material has disadvantage on the save.
- Duration
- Instantaneous
- Target
- Each creature in a 10-foot-radius sphere
- Components
- V, S, M (a chip of mica)
- Save or attack
- Constitution saving throw; half damage on a success
- Damage
- thunder
- Higher levels
- Damage increases by for each slot level above 2nd.
- Source
- Player's Handbook
3rd level
2- A bright streak detonates in a 20-foot-radius sphere. The fire spreads around corners and ignites flammable objects that are not being worn or carried.
- Duration
- Instantaneous
- Target
- Each creature in a 20-foot-radius sphere
- Components
- V, S, M (a tiny ball of bat guano and sulfur)
- Save or attack
- Dexterity saving throw; half damage on a success
- Damage
- fire
- Higher levels
- Damage increases by for each slot level above 3rd.
- Source
- Player's Handbook
- A willing creature gains a flying speed of 60 feet. When the spell ends, the target falls if it is still aloft and cannot stop the fall.
- Duration
- Concentration, up to 10 minutes
- Target
- One willing creature
- Components
- V, S, M (a wing feather)
- Higher levels
- You can target one additional creature for each slot level above 3rd.
- Source
- Player's Handbook
4th level
1- Create a wall of fire on a solid surface. One side, chosen when cast, damages creatures that end their turn within 10 feet of that side or inside the wall.
- Duration
- Concentration, up to 1 minute
- Target
- A wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ring up to 20 feet in diameter
- Components
- V, S, M (a small piece of phosphorus)
- Save or attack
- Dexterity saving throw; half damage on a success
- Damage
- fire
- Higher levels
- Damage increases by for each slot level above 4th.
- Source
- Player's Handbook
5th level
2- Summon an elemental from air, earth, fire, or water in an unoccupied space within range. It obeys your verbal commands; if your concentration ends, it may become hostile.
- Duration
- Concentration, up to 1 minute
- Target
- One elemental in an unoccupied space within range
- Components
- V, S, M (a piece of earth and a drop of water)
- Higher levels
- The challenge rating of the summoned elemental increases by 1 for each slot level above 5th.
- Source
- Player's Handbook
- A blast of cold air erupts from you. Creatures in the cone take cold damage, and those killed by it become frozen statues until they thaw.
- Duration
- Instantaneous
- Target
- Each creature in a 60-foot cone
- Components
- V, S, M (a small crystal or glass cone)
- Save or attack
- Constitution saving throw; half damage on a success
- Damage
- cold
- Higher levels
- Damage increases by for each slot level above 5th.
- Source
- Player's Handbook
6th level
1- Flames surround you, granting fire immunity and resistance to cold. You shed light, damage nearby creatures, can ignite flammable objects you touch, and can use an action to unleash a line of fire.
- Duration
- Concentration, up to 10 minutes
- Target
- Self; creatures in a 60-foot line for the action option
- Components
- V, S
- Save or attack
- Dexterity saving throw for the 60-foot line; half damage on a success
- Damage
- fire
- Higher levels
- No effect when cast with a higher-level slot.
- Source
- Elemental Evil Player's Companion
8th level
1- Create a Large illusory dragon that fills a 30-foot cube. Creatures that fail to recognize it as an illusion can be frightened by its presence, and it can breathe a chosen energy type as a bonus action.
- Duration
- Concentration, up to 1 minute
- Target
- A point within range; the dragon occupies a 30-foot cube
- Components
- S
- Save or attack
- Wisdom saving throw to recognize the illusion; Dexterity saving throw against its breath
- Damage
- Dragon's breath weapon: of the chosen damage type
- Higher levels
- The breath damage increases by for each slot level above 8th.
- Conditions
- Frightened
- Source
- Xanathar's Guide to Everything
In the margins
3 notes
FormulaThe flame is convincing. The shadow it casts must be convincing too.
WarningNever summon a storm indoors. The ceiling remembers.
DiaryThe salamander swore it had seen my dragon before. I have never shown it the dragon.
The book itself
The book smells faintly of rain on hot stone.
Its elemental diagrams are painted to look like windows into real storms and fires.
The caster
Wizard, School of IllusionMira Venn
Studies: School of Illusion, with a fascination for elemental imagery and misdirection.Manner: Composed and observant, with a habit of letting others underestimate how much she has noticed.Focus: A copper stylus with a black-glass nib, used to trace shapes in the air before casting.Quirk: She gives every candle a different name and apologizes to it before snuffing it.Wants: She seeks the source of a recurring mirage that appears before natural disasters, hoping to learn whether it is a warning or a deliberate deception.Mira Venn grew up among glassblowers and learned to make heat, light, and shadow seem like living things. She later studied illusion to protect her home from raiders without turning it into a battlefield.
The book
A soot-dark basalt codex bound in copper bands, its pages made from thin sheets of mica and vellum. Painted flames shift color in the light, while tiny flecks of ash drift between the pages without falling out.
Its wards · GM only
About the book
FormatBasalt-and-mica codex
ThemeElemental
Written by aWizard, School of Illusion
Caster level16
SystemDungeons & Dragons 5th Edition
Plot hooks
1A fire elemental recognizes the book's diagrams as a map to a sealed rift, and demands that its owner open the way.
2A rival has stolen the codex's missing eighth-level page and is using its illusion to impersonate a real elemental threat.
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