The Brass Concordance
A meticulous archmage’s treasured codex preserves the spells she needs to study, defend, travel, and rewrite reality, while concealing the location of her first mentor.
Spellbook · Wizard, Arcane Tradition · Level 20
The Brass Concordance
A meticulous archmage’s treasured codex preserves the spells she needs to study, defend, travel, and rewrite reality, while concealing the location of her first mentor.

Ex librisIlyra VennWizardry

At a glance
Level
20
Wizard, Arcane Tradition
Spells
10
1 cantrip, 3 signature
At the table
A margin note
Plot hook
Spells
10 spellsCantrips
1- Hurl a mote of fire at a creature or object within range. On a hit, it takes fire damage; a flammable object hit by the spell ignites if it is not being worn or carried.
- Duration
- Instantaneous
- Target
- One creature or object
- Components
- V, S
- Save or attack
- Ranged spell attack
- Damage
- force
- Higher levels
- Damage increases by one die at character levels 5, 11, and 17.
- Source
- D&D 5e SRD, Fire Bolt
1st level
2- Set an alarm against unwanted entry into a chosen area. The spell alerts you mentally or audibly when a Tiny or larger creature enters or touches the warded area.
- Duration
- Concentration, up to 1 hour
- Target
- A door, window, or area within range, up to a 20-foot cube
- Components
- V, S, M (a bit of fleece)
- Higher levels
- No scaling.
- Source
- D&D 5e SRD, Alarm
- Creatures in a 20-foot-radius sphere fall unconscious, beginning with the creature with the lowest current hit points, until the spell ends, a sleeper takes damage, or someone uses an action to shake or slap it awake. Undead and creatures immune to being charmed are unaffected.
- Duration
- 8 hours
- Target
- Creatures in a 20-foot-radius sphere
- Components
- V, S, M (a pinch of fine sand, rose petals, or a cricket)
- Higher levels
- At higher levels, roll an additional for each slot level above 1st.
- Conditions
- Charmed
- Source
- D&D 5e SRD, Sleep
3rd level
2- A bright streak detonates at a point within range in a 20-foot-radius sphere. Creatures in the area take fire damage, and unattended flammable objects ignite.
- Duration
- Instantaneous
- Target
- Creatures and objects 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
- At higher levels, damage increases by for each slot level above 3rd.
- Source
- D&D 5e SRD, Fireball
- Attempt to interrupt a creature you can see casting a spell. On success, the spell fails and has no effect.
- Duration
- Instantaneous
- Target
- One creature you can see casting a spell
- Components
- S
- Save or attack
- None for spells of 3rd level or lower; ability check for a higher-level spell, with + the spell’s level
- Higher levels
- Automatically interrupts a spell of a level equal to or lower than the slot used; a higher-level spell requires an ability check.
- Source
- D&D 5e SRD, Counterspell
4th level
1- Teleport yourself from your current location to any spot within range. You may bring one willing creature of your size or smaller that is carrying gear up to its carrying capacity; if the destination is occupied, you and any passenger take force damage and the spell fails to teleport you.
- Duration
- Concentration, up to 10 minutes
- Target
- You and, optionally, one willing creature
- Components
- V, S, M (a small piece of cork)
- Higher levels
- No scaling.
- Source
- D&D 5e SRD, Dimension Door
5th level
1- Create an invisible wall of force at a point within range. It can form a sphere, hemisphere, or flat surface, blocks physical passage, and is immune to damage; disintegrate destroys it, and it extends into the Ethereal Plane.
- Duration
- Concentration, up to 1 hour
- Target
- A wall or barrier of force within range
- Components
- V, S, M (a pinch of dirt, a piece of rock, and a small mushroom)
- Higher levels
- No scaling.
- Source
- D&D 5e SRD, Wall of Force
7th level
2- Instantly transport yourself and up to eight willing creatures you can see, or a single object you can see, to a destination you select. The spell’s accuracy depends on how familiar you are with that destination.
- Duration
- Instantaneous
- Target
- You and up to eight willing creatures, or one object
- Components
- V, S
- Save or attack
- None; mishaps depend on familiarity with the destination
- Higher levels
- No scaling.
- Source
- D&D 5e SRD, Teleport
- Create a glowing bead that detonates at the end of the spell or when it is touched. Its fire damage increases by at the end of each of your turns while you maintain concentration, to a maximum of extra; a creature can use an action to throw the bead up to 40 feet.
- Duration
- Concentration, up to 1 minute
- Target
- Creatures and objects 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 initially; additional fire damage per round while held, maximum extra
- Higher levels
- When cast with a slot of 8th level or higher, the initial damage increases by for each slot level above 7th.
- Source
- D&D 5e SRD, Delayed Blast Fireball
9th level
1- Alter reality within the spell’s limits. The reliable use is to duplicate any spell of 8th level or lower without meeting its requirements, including costly components; more ambitious uses are subject to the spell’s risks and the DM’s discretion.
- Duration
- Instantaneous
- Target
- Varies by effect
- Components
- V
- Higher levels
- No scaling; use beyond duplicating a spell of 8th level or lower can impose severe strain, as described by the spell.
- Source
- D&D 5e SRD, Wish
In the margins
3 notes
DiagramDiagram: A seven-pointed star with one point deliberately left unfinished.
WarningNever cast the ninth incantation to impress an audience. The audience is not the problem.
DiaryI found Master Orrel’s handwriting beneath the binding. He was supposed to have burned every copy.
The book itself
The ink glimmers faintly when a spell is spoken aloud.
A hidden index appears only in reflected starlight.
Several pages bear careful repairs made with gold thread.
The caster
WizardryIlyra Venn
Studies: Arcane theory, protective magic, and precise evocationManner: Polite, observant, and unhurried, with the air of someone weighing every word for hidden consequences.Focus: A brass astrolabe engraved with her own spell diagrams; she uses it as a spellcasting focus when appropriate.Quirk: She counts the points of any star-shaped object under her breath, then quietly corrects the count if it is wrong.Wants: Find her missing mentor and discover why his secret annotations have begun appearing in the codex.Ilyra Venn apprenticed under a court astrologer before leaving to investigate a constellation that vanished from every chart at once. She has spent decades collecting arcane formulae and correcting her mentor’s unfinished work.
The book
A midnight-blue leather codex with brass corner guards, star-map endpapers, and pages that rearrange their marginal diagrams when opened beneath the night sky. Its spine is warm to the touch near active magic.
Its wards · GM only
About the book
FormatStar-chart codex
ThemeArcane
Written by aWizard, Arcane Tradition
Caster level20
SystemGeneric Fantasy
Plot hooks
1A missing star-chart page contains the only reliable route to the observatory where the spellcaster’s vanished mentor was last seen.
2Someone has begun annotating the codex in a hand that matches its owner’s, though the new notes predict events that have not yet happened.
3A rival mage offers a fortune for the codex, but seems more interested in one apparently blank page than in its most powerful spells.
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