The Warden's Pocket Codex
A cautious young wizard's treasured codex holds hard-won wards and the names of everyone they have sworn to bring home safely.
Spellbook · Wizard · Level 1
The Warden's Pocket Codex
A cautious young wizard's treasured codex holds hard-won wards and the names of everyone they have sworn to bring home safely.

Ex librisMira VennWizard, with a focus on abjuration

At a glance
Level
1
Wizard
Spells
9
3 cantrips, 6 signature
Spell slots
1st level
At the table
A margin note
Plot hook
Spells
9 spellsCantrips
3- Until the end of your next turn, you have resistance to bludgeoning, piercing, and slashing damage from weapon attacks.
- Duration
- 1 round
- Target
- Self
- Components
- V, S
- Higher levels
- No effect when cast with a higher-level slot.
- Source
- Player's Handbook
- Repair a single break or tear in an object you touch, such as a broken chain link or a torn cloak.
- Duration
- 1 minute
- Target
- One object you touch
- Components
- V, S
- Higher levels
- No effect when cast with a higher-level slot.
- Source
- Player's Handbook
- Create either a sound or an image of an object no larger than a 5-foot cube. Physical interaction reveals an image as illusory.
- Duration
- 1 minute
- Target
- A point within range
- Components
- S, M (a small piece of fleece)
- Save or attack
- Investigation check against your spell save DC to discern an image as illusory
- Higher levels
- The cantrip creates no additional effects when cast at a higher level.
- Source
- Player's Handbook
1st level
6- Set an audible or mental alarm in a door, window, or area no larger than a 20-foot cube. The alarm alerts you when a Tiny or larger creature touches or enters the warded area.
- Duration
- 8 hours
- Target
- One door or window, or an area within range no larger than a 20-foot cube
- Components
- V, S, M (a tiny bell and a piece of fine silver wire)
- Higher levels
- You can affect one additional 20-foot cube for each slot level above 1st.
- Source
- Player's Handbook
- Gain resistance to the triggering damage type until the start of your next turn, then channel some of that energy into your next melee attack.
- Duration
- 1 round
- Target
- Self
- Components
- S
- Damage
- The next melee attack you hit with before the end of your next turn deals an extra damage of the triggering type.
- Higher levels
- The extra damage increases by for each slot level above 1st.
- Source
- Xanathar's Guide to Everything
- A willing creature not wearing armor has a base AC of 13 + its Dexterity modifier for the duration.
- Duration
- 8 hours
- Target
- One willing creature not wearing armor
- Components
- V, S, M (a piece of cured leather)
- Higher levels
- You can target one additional willing creature for each slot level above 1st.
- Source
- Player's Handbook
- An invisible barrier grants +5 AC, including against the triggering attack, and prevents damage from magic missile until the start of your next turn.
- Duration
- 1 round
- Target
- Self
- Components
- V, S
- Higher levels
- No effect when cast with a higher-level slot.
- Source
- Player's Handbook
- Protect one willing creature from aberrations, celestials, elementals, fey, fiends, and undead. Those creatures have disadvantage on attacks against the target, which also cannot be charmed, frightened, or possessed by them.
- Duration
- Concentration, up to 10 minutes
- Target
- One willing creature you touch
- Components
- V, S, M (holy water or powdered silver and iron, which the spell consumes)
- Higher levels
- No effect when cast with a higher-level slot.
- Source
- Player's Handbook
- Choose up to five falling creatures. Their rate of descent slows to 60 feet per round, and they take no damage from landing before the spell ends.
- Duration
- 1 minute
- Target
- Up to five falling creatures within range
- Components
- V, M (a small feather or piece of down)
- Higher levels
- You can target one additional falling creature for each slot level above 1st.
- Source
- Player's Handbook
In the margins
3 notes
DiaryA ward is a promise made visible. Do not write one you are unwilling to keep.
FormulaShield: turn the wrist outward. The first instinct is to cover the face, but the spell answers the hand.
WarningNever sleep with the alarm's silver thread crossing your pillow. It is not dangerous, but you will wake every time a moth sneezes.
The book itself
The cover bears a dent from a crossbow bolt that never reached its owner.
Silver ink glimmers faintly whenever a protective spell is cast nearby.
The caster
Wizard, with a focus on abjurationMira Venn
Studies: Protective abjurationManner: Soft-spoken and attentive, Mira watches doors and windows even while holding a conversation.Focus: A brass-bound wand cut from a fallen ash tree, used to trace precise protective sigils.Quirk: She taps every doorframe twice before entering, quietly checking for a ward.Wants: Find the source of a string of nightly incursions threatening the hospice and fortify it before winter.Mira Venn grew up helping her aunt maintain a roadside hospice. After failing to protect a traveler from a night raid, she apprenticed herself to a village wizard and began collecting practical defensive magic.
The book
A small, blue-black leather spellbook reinforced with brass corners. Its pages are vellum ruled in silver ink, with a foldout diagram of a warded cottage tucked beneath the front cover. The first pages hold three cantrip formulae; six first-level spells fill the wizard's working spellbook.
Its wards · GM only
About the book
FormatBrass-cornered pocket codex
ThemeProtection
Written by aWizard
Caster level1
SystemDungeons & Dragons 5th Edition
Plot hooks
1A settlement's old boundary wards have begun failing, and the codex contains a map showing where their original anchors were buried.
2One name in the wizard's private list of people to protect has been crossed out in unfamiliar handwriting.
3A collector claims the brass corners came from a legendary warding tower and wants the codex returned to its former owner.
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