The Velvet Eye Codex
A silver-bound wizard's codex collects subtle enchantments and grim warnings about a fictional succubus mark that turns denied pleasure and accumulating longing into a threat of transformation.
Spellbook · Wizard, Enchantment · Level 5
The Velvet Eye Codex
A silver-bound wizard's codex collects subtle enchantments and grim warnings about a fictional succubus mark that turns denied pleasure and accumulating longing into a threat of transformation.

Ex librisMirelle VossArcane wizardry

At a glance
Level
5
Wizard, Enchantment
Spells
9
4 signature
Spell slots
1st level
2nd level
3rd level
At the table
A margin note
Plot hook
Spells
9 spells1st level
2- One humanoid you can see makes a Wisdom save, with advantage if you or your allies are fighting it. On a failure, it is charmed and regards you as a friendly acquaintance until the spell ends or you or your allies harm it.
- Duration
- 1 hour
- Target
- One humanoid you can see
- Components
- V, S
- Save or attack
- Wisdom saving throw
- Higher levels
- At higher levels, target one additional creature for each slot level above 1st.
- Conditions
- Charmed
- Source
- Player's Handbook (2014)
- Create three darts of magical force. Each dart hits a creature of your choice you can see within range and deals force damage.
- Duration
- Instantaneous
- Target
- One or more creatures you can see
- Components
- V, S
- Damage
- force
- Higher levels
- One additional dart for each slot level above 1st.
- Source
- Player's Handbook (2014)
2nd level
3- A humanoid you can see must succeed on a Wisdom save or become paralyzed for the duration.
- Duration
- Concentration, up to 1 minute
- Target
- One humanoid you can see
- Components
- V, S, M (a small, straight piece of iron)
- Save or attack
- Wisdom saving throw; repeat at the end of each of its turns
- Higher levels
- At higher levels, target one additional humanoid for each slot level above 2nd; targets must be within 30 feet of one another.
- Conditions
- Paralyzed
- Source
- Player's Handbook (2014)
- Suggest a course of activity to one creature that can hear and understand you. On a failed Wisdom save, it pursues the suggestion to the best of its ability until the spell ends or the suggestion is completed; the spell ends if you or your allies damage it.
- Duration
- Concentration, up to 8 hours
- Target
- One creature that can hear and understand you
- Components
- V, M (a drop of honey)
- Save or attack
- Wisdom saving throw
- Higher levels
- The duration increases to 8 hours when cast with a 2nd-level slot; higher slots do not otherwise increase its effect.
- Conditions
- Charmed
- Source
- Player's Handbook (2014)
- A creature you touch becomes invisible until the spell ends. Anything the target wears or carries is invisible while on its person.
- Duration
- Concentration, up to 1 hour
- Target
- One creature you touch
- Components
- V, S
- Higher levels
- At higher levels, target one additional creature for each slot level above 2nd.
- Source
- Player's Handbook (2014)
3rd level
4- Touch a creature. On a failed Wisdom save, it suffers one curse you choose: disadvantage on ability checks and saves with one ability, disadvantage on attacks against you, a chance to waste its turn, or extra necrotic damage from your attacks and spells.
- Duration
- Concentration, up to 1 minute
- Target
- One creature you touch
- Components
- V, S
- Save or attack
- Wisdom saving throw
- Damage
- Optional: an additional necrotic damage when you damage the target with an attack or spell
- Higher levels
- At 4th level, concentration can last up to 10 minutes. At 5th level or higher, the spell requires no concentration and lasts 8 hours with a 5th- or 6th-level slot.
- Conditions
- Cursed
- Source
- Player's Handbook (2014)
- Create a twisting pattern in a 30-foot cube. Creatures that see it and fail a Wisdom save are charmed, incapacitated, and have speed 0 for the duration.
- Duration
- Concentration, up to 1 minute
- Target
- Creatures in a 30-foot cube that can see the pattern
- Components
- V, S, M (a pinch of powdered mica)
- Save or attack
- Wisdom saving throw
- Higher levels
- No effect from using a higher-level slot.
- Conditions
- Charmed, Incapacitated
- Source
- Player's Handbook (2014)
- Each creature in a 30-foot cone must make a Wisdom save. On a failure, it drops what it is holding and becomes frightened. While frightened, it must take the Dash action and move away from you by the safest available route on its turns.
- Duration
- Concentration, up to 1 minute
- Target
- Each creature in a 30-foot cone
- Components
- V, S, M (a strip of black silk)
- Save or attack
- Wisdom saving throw
- Damage
- psychic
- Higher levels
- Damage increases by for each slot level above 3rd.
- Conditions
- Frightened
- Source
- Player's Handbook (2014)
- Create a twisting pattern in a 30-foot cube. Creatures that see it and fail a Wisdom save are charmed, incapacitated, and have speed 0 for the duration.
- Duration
- Concentration, up to 1 minute
- Target
- Creatures in a 30-foot cube that can see the pattern
- Components
- V, S, M (a white feather or heart of a hen)
- Save or attack
- Wisdom saving throw
- Higher levels
- No effect from using a higher-level slot.
- Conditions
- Charmed, Incapacitated
- Source
- Player's Handbook (2014)
In the margins
4 notes
WarningA charm is not consent. Record every name, every duration, and every way to undo the harm.
DiaryThe mark in the sealed folio is a curse from the old account, not a spell I can verify. Do not test it on a living subject.
FormulaThree rings, one unbroken line: the pattern distracts the eye before the will can resist.
WarningIf the silver clasp warms, someone nearby has spoken the owner's true name.
The book itself
The book's recurring motif is desire transformed into leverage, treated as a warning about coercion rather than an invitation.
A few pages describe a lower-abdominal mark whose fictional curse suppresses pleasure, makes longing build, and may eventually transform its bearer into a succubus. This is not an official D&D 5E spell or rule.
Its owner insists that every charm is a temporary tool, though the annotations suggest otherwise.
The caster
Arcane wizardryMirelle Voss
Studies: Enchantment, with a secondary interest in wards and illusionManner: Measured, courteous, and watchful; she asks permission before demonstrating magic and dislikes being touched without warning.Focus: A silver signet ring engraved with a many-eyed moth, used to trace small geometric signs in the air.Quirk: She counts the beats between a question and its answer, then writes the number in the margin.Wants: Find the source of the sealed folio's succubus-mark legend and determine whether it is merely folklore or a curse that can be safely broken.Mirelle Voss studied courtly enchantment to uncover how influence becomes coercion. She keeps this codex as both a research journal and a record of mistakes she refuses to repeat.
The book
A midnight-blue leather codex with silver filigree, a clasp shaped like a closed eye, and vellum pages that warm beneath the fingers. A sealed section describes a fictional succubus mark as a coercive curse, with its placement and effects presented as sinister lore rather than a canonical D&D spell.
Its wards · GM only
About the book
FormatSilver-clasped arcane codex
ThemeArcane enchantment, illusion, and the dangers of coercive curses
Written by aWizard, Enchantment
Caster level5
SystemDungeons & Dragons 5th Edition (2014 rules)
Plot hooks
1A missing page describes the origin of the fictional succubus mark, and a local collector will pay dearly to recover it before a cult does.
2A former apprentice claims the wizard's research is based on a real curse and asks the party to find the person who supposedly bears it.
3The codex's clasp has begun warming at night, although its owner swears nobody knows their true name.
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