The Copper Covenant
A master enchanter's workshop folio teaches how to animate humble objects, command minds, and build a safer future for every construct.
Spellbook · Wizard, Enchantment tradition · Level 15
The Copper Covenant
A master enchanter's workshop folio teaches how to animate humble objects, command minds, and build a safer future for every construct.

Ex librisMira VellWizard, School of Enchantment

At a glance
Level
15
Wizard, Enchantment tradition
Spells
11
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 spells1st level
2- You attempt to charm a humanoid you can see within range. On a failed save, it is charmed by you until the spell ends or you or your companions harm it.
- Duration
- 1 hour
- Target
- One humanoid
- Components
- V, S
- Save or attack
- Wisdom saving throw; advantage if you or your companions are fighting the target
- Higher levels
- When cast with a slot of 2nd level or higher, target one additional humanoid for each slot level above 1st.
- Conditions
- Charmed
- Source
- Player's Handbook
- You create an invisible, shapeless force that performs simple tasks at your command. It has AC 10, 1 hit point, Strength 2, and cannot attack.
- Duration
- 1 hour
- Target
- An invisible force in an unoccupied space within range
- Components
- V, S, M (a bit of fleece)
- Higher levels
- No effect when cast with a higher-level slot.
- Source
- Player's Handbook
2nd level
2- Choose a creature or object. A creature can grow or shrink in size; an object can grow or shrink if it is not worn or carried. An unwilling creature can resist.
- Duration
- Concentration, up to 1 minute
- Target
- One creature or object
- Components
- V, S, M (a caterpillar cocoon)
- Save or attack
- Unwilling creature makes a Constitution saving throw
- Higher levels
- No effect when cast with a higher-level slot.
- Conditions
- Enlarged, Reduced
- Source
- Player's Handbook
- You suggest a course of activity, phrased to sound reasonable, to a creature that can hear and understand you. On a failed save, it pursues the suggestion as best it can; obviously harmful instructions end the spell.
- Duration
- Concentration, up to 8 hours
- Target
- One creature that can hear and understand you
- Components
- V, M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil)
- Save or attack
- Wisdom saving throw
- Higher levels
- When cast with a slot of 3rd level or higher, target one additional creature for each slot level above 2nd.
- Conditions
- Charmed
- Source
- Player's Handbook
3rd level
2- Create a twisting pattern in a 30-foot cube. Creatures who see it and fail their save are charmed and incapacitated, with speed 0, until the spell ends, they take damage, or someone uses an action to shake them awake.
- Duration
- Concentration, up to 1 minute
- Target
- Each creature in a 30-foot cube within range that sees the pattern
- Components
- S, M (a small crystal rod)
- Save or attack
- Wisdom saving throw
- Higher levels
- No effect when cast with a higher-level slot.
- Conditions
- Charmed, Incapacitated
- Source
- Player's Handbook
- You touch one Tiny nonmagical object and animate it as a tiny servant. It obeys your verbal commands and can perform simple tasks, but cannot attack.
- Duration
- 8 hours
- Target
- One Tiny nonmagical object
- Components
- V, S
- Higher levels
- When cast with a slot of 4th level or higher, animate two additional tiny objects for each slot level above 3rd.
- Source
- Xanathar's Guide to Everything
4th level
1- Convert raw materials into finished products of the same material. You can fabricate a Large or smaller object, or a larger object made of several smaller parts; crafting requires proficiency with the relevant artisan's tools.
- Duration
- Instantaneous
- Target
- Raw materials within range
- Components
- V, S, M (raw materials equal in value to the finished product)
- Higher levels
- No effect when cast with a higher-level slot.
- Source
- Player's Handbook
5th level
3- Animate nonmagical objects that are not worn, carried, fixed to a surface, or Gargantuan. They become constructs using the spell's stat blocks and obey your bonus-action commands.
- Duration
- Concentration, up to 1 minute
- Target
- Nonmagical objects within range, up to the spell's size-based limit
- Components
- V, S
- Save or attack
- None; animated objects make attacks as described in the spell
- Higher levels
- When cast with a slot of 6th level or higher, animate two additional objects for each slot level above 5th.
- Source
- Player's Handbook
- Give a creature that can understand you a command to perform a service or refrain from an action. On a failed save, it is charmed for the duration and takes psychic damage if it directly acts against the command.
- Duration
- 30 days
- Target
- One creature you can see within range
- Components
- V
- Save or attack
- Wisdom saving throw; a creature that cannot understand the command is unaffected
- Damage
- psychic damage, at most once per day
- Higher levels
- When cast with a 7th- or 8th-level slot, duration is 1 year; with a 9th-level slot, it lasts until ended by a listed spell.
- Conditions
- Charmed
- Source
- Player's Handbook
- You attempt to charm a humanoid and establish a telepathic link. While the target is charmed, you can issue commands telepathically; it takes damage to make a new save and can be given total and precise control with an action.
- Duration
- Concentration, up to 1 minute
- Target
- One humanoid you can see within range
- Components
- V, S
- Save or attack
- Wisdom saving throw; the target has advantage if you or your companions are fighting it
- Higher levels
- When cast with a 6th-level slot, duration is concentration, up to 10 minutes; with a 7th-level slot, up to 1 hour; with an 8th-level slot, up to 8 hours.
- Conditions
- Charmed
- Source
- Player's Handbook
7th level
1- Create a partially real duplicate of a beast or humanoid. It has half the original's hit point maximum, cannot gain levels, and obeys you; it cannot regain expended spell slots.
- Duration
- Until dispelled
- Target
- One beast or humanoid within range
- Components
- V, S, M (snow or ice in quantities sufficient to make a life-size copy of the duplicated creature; consumed by the spell, plus a piece of the creature's body worth at least 1,500 gp)
- Higher levels
- No effect when cast with a higher-level slot.
- Source
- Player's Handbook
In the margins
3 notes
WarningA command is not the same as trust. Give the guardian a purpose it can understand.
DiaryThe little brass hand tapped twice when I promised I would return. I wonder who taught it that.
DiagramFor the joints: keep the binding rune clear of the pivot. The will must move freely, even when the limb cannot.
The book itself
The book smells of lamp oil, hot iron, and clove.
Its diagrams depict golems as partners in craft, not merely obedient tools.
A tiny brass hand is tucked into the spine as a bookmark.
The caster
Wizard, School of EnchantmentMira Vell
Studies: Enchantment, with a practical focus on animating and directing constructs.Manner: Patient and courteous, with the steady attention of someone listening for a gear out of place.Focus: A copper tuning fork engraved with command runes, used to set the rhythm of enchantments.Quirk: She thanks every tool after using it and pauses to let animated objects answer in their own way.Wants: To discover why a long-dormant brass guardian has begun answering questions no one asked aloud.Mira Vell was raised among clockmakers and learned wizardry while repairing the intricate automata of a traveling theater. After a workshop fire destroyed her first golem, she devoted herself to making constructs that could guard people without being treated as expendable.
The book
A broad, soot-darkened folio bound in copper plates and stitched with fine silver wire. Diagrams of articulated limbs share pages with careful enchantment formulae; several pages shift their ink when a nearby construct moves.
Its wards · GM only
About the book
FormatCopper-bound workshop folio
ThemeEnchantment and golem-making
Written by aWizard, Enchantment tradition
Caster level15
SystemDungeons & Dragons 5th Edition
Plot hooks
1The folio's brass bookmark is a missing component of a dormant golem, which has begun seeking its maker.
2A rival artificer claims the book contains the binding formula for a legendary construct, but several crucial pages have been removed.
3One of the owner's animated guardians has started interpreting its instructions in a way that protects the town from the owner's own decisions.
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