The Ember Axiom
A meticulous evoker's treasured folio holds the key to a vanished city's last, carefully controlled burst of light.
Spellbook · Wizard, School of Evocation · Level 10
The Ember Axiom
A meticulous evoker's treasured folio holds the key to a vanished city's last, carefully controlled burst of light.

Ex librisMira VennArcane wizardry, School of Evocation

At a glance
Level
10
Wizard, School of Evocation
Spells
10
3 cantrips, 2 signature
Spell slots
1st level
2nd level
3rd level
4th level
5th level
At the table
A margin note
Plot hook
Spells
10 spellsCantrips
3- On a hit, the target takes lightning damage and cannot take reactions until the start of its next turn. The attack has advantage if the target is wearing metal armor.
- Duration
- Instantaneous
- Target
- One creature
- Components
- V, S
- Save or attack
- Melee spell attack
- Damage
- thunder
- Higher levels
- Damage increases by at character levels 5, 11, and 17.
- Source
- Player's Handbook
- On a hit, the target 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
- fire
- Higher levels
- Damage increases by at character levels 5, 11, and 17.
- Source
- Player's Handbook
- On a hit, the target takes cold damage and its speed is reduced by 10 feet until the start of your next turn.
- Duration
- Instantaneous
- Target
- One creature
- Components
- V, S
- Save or attack
- Ranged spell attack
- Damage
- lightning
- Higher levels
- Damage increases by at character levels 5, 11, and 17.
- Source
- Player's Handbook
1st level
1- You create three darts of magical force. Each dart hits a creature of your choice that you can see within range and deals force damage.
- Duration
- Instantaneous
- Target
- One or more creatures
- Components
- V, S
- Save or attack
- No attack roll; the darts hit automatically
- Damage
- force
- Higher levels
- One additional dart for each slot level above 1st.
- Source
- Player's Handbook
2nd level
1- Create three rays of fire and make a ranged spell attack for each ray. A ray deals fire damage on a hit.
- Duration
- Instantaneous
- Target
- One or more creatures
- Components
- V, S
- Save or attack
- Ranged spell attack for each ray
- Damage
- fire per ray
- Higher levels
- Creates one additional ray for each slot level above 2nd.
- Source
- Player's Handbook
3rd level
3- A fiery streak explodes at a point you choose. Creatures in a 20-foot-radius sphere make a Dexterity saving throw, taking fire damage on a failure or half as much on a success. The fire spreads around corners and ignites flammable objects not being worn or carried.
- Duration
- Instantaneous
- Target
- Creatures in a 20-foot-radius sphere
- Components
- V, S, M (a tiny ball of bat guano and sulfur)
- Save or attack
- Dexterity saving throw
- Damage
- fire
- Higher levels
- Damage increases by for each slot level above 3rd.
- Source
- Player's Handbook
- A bolt of lightning forms a 100-foot-long, 5-foot-wide line. Creatures in the line make a Dexterity saving throw, taking lightning damage on a failure or half as much on a success. The bolt ignites flammable objects in the area that are not being worn or carried.
- Duration
- Instantaneous
- Target
- Creatures in a 100-foot-long, 5-foot-wide line
- Components
- V, S, M (a small crystal or glass cone)
- Save or attack
- Dexterity saving throw
- Damage
- lightning
- Higher levels
- Damage increases by for each slot level above 3rd.
- Source
- Player's Handbook
- Create a storm cloud overhead. On casting and as an action on later turns, call down lightning at a point beneath the cloud; creatures within 5 feet make a Dexterity saving throw, taking lightning damage on a failure or half as much on a success. The spell deals an extra damage when cast outdoors in stormy conditions.
- Duration
- Concentration, up to 1 minute
- Target
- Creatures within 5 feet of a point beneath the cloud
- Components
- V, S, M (a bit of fur and a rod of amber, crystal, or glass)
- Save or attack
- Dexterity saving throw
- Damage
- lightning initially; lightning per turn thereafter
- Higher levels
- Initial damage increases by for each slot level above 3rd.
- Source
- Player's Handbook
4th level
1- Create a luminous wall up to 60 feet long, 10 feet high, and 5 feet thick. Creatures in its area when it appears make a Dexterity saving throw, taking radiant damage on a failure or half as much on a success. The wall sheds bright and dim light, can blind creatures that pass through it, and can be ended by you as an action to deal radiant damage to creatures within 10 feet of it.
- Duration
- Instantaneous
- Target
- A luminous wall in an area within range
- Components
- V, S, M (a piece of phosphor)
- Save or attack
- Dexterity saving throw when the wall appears; Constitution saving throw against its blinding effect
- Damage
- radiant
- Higher levels
- Initial damage increases by for each slot level above 4th.
- Source
- Xanathar's Guide to Everything
5th level
1- A blast of cold air erupts from you in a 60-foot cone. Creatures in the area make a Constitution saving throw, taking cold damage on a failure or half as much on a success. Creatures killed by the spell become frozen statues until they thaw.
- Duration
- Instantaneous
- Target
- Creatures in a 60-foot cone
- Components
- V, S, M (a tiny crystal or glass cone)
- Save or attack
- Constitution saving throw
- Damage
- cold
- Higher levels
- Damage increases by for each slot level above 5th.
- Source
- Player's Handbook
In the margins
4 notes
WarningMeasure the room twice. The spell does not care that you meant to spare the tapestry.
FormulaA clean line of force is kinder than a broad one. Usually.
DiaryTonight the northern lights answered the prism. I believe the signal came from the buried observatory.
DiagramSketch showing safe lanes through a Fireball's blast radius, annotated with the names of former companions.
The book itself
The book smells faintly of rain on hot stone.
A tiny ember crawls along the page edge whenever its owner prepares an evocation.
Every blast diagram includes notes on protecting bystanders.
The caster
Arcane wizardry, School of EvocationMira Venn
Studies: Evocation, with an emphasis on shaping destructive magic around allies.Manner: Calm and precise, with a habit of assessing exits and safe distances before entering a room.Focus: A brass tuning fork etched with heat-resistant runes, used to mark the pitch and direction of each evocation.Quirk: Taps her tuning fork against a surface before making a decision, then quietly counts the ringing tones.Wants: Find the source of a strange aurora that appears above the ruins of an observatory and learn whether it is a warning or a call for help.Mira Venn once maintained the signal lamps along a dangerous mountain pass. After a misjudged magical flare caused a landslide, she devoted herself to precise, controlled evocation and keeps records of every spell's collateral effects.
The book
A soot-darkened folio bound in hammered copper, its edges scored with tiny radiant runes. The pages are fireproof vellum that glow faintly when opened near a flame; diagrams of branching lightning and carefully measured blast radii fill the margins.
Its wards · GM only
About the book
FormatCopper-bound folio
ThemeEvocation
Written by aWizard, School of Evocation
Caster level10
SystemDungeons & Dragons 5th Edition
Plot hooks
1A scholar offers a fortune for the folio, claiming its marginalia identifies the sealed entrance to a lost city. The city may still be inhabited.
2The folio's protective runes begin to fail whenever its owner casts a spell, suggesting someone has learned how to unpick its wards from afar.
3A rival evoker insists that one of the book's diagrams is a map to a weapon capable of burning a fortress without harming anyone inside it.
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