The Racconus Codex of Unlawful Apertures
Thievius Racconus, a master burglar-wizard, compiled this sly grimoire to outwit every ward, guardian, and rival mage standing between him and the impossible heist.
Spellbook · Wizard · Level 20
The Racconus Codex of Unlawful Apertures
Thievius Racconus, a master burglar-wizard, compiled this sly grimoire to outwit every ward, guardian, and rival mage standing between him and the impossible heist.

Ex librisThievius RacconusArcane wizardry

At a glance
Level
20
Wizard
Spells
12
1 cantrip, 4 signature
Spell slots
1st level
2nd level
3rd level
4th level
5th level
6th level
7th level
8th level
9th level
At the table
A margin note
Plot hook
Spells
12 spellsCantrips
1- Creates a spectral hand that can manipulate objects, open unlocked containers, stow or retrieve items, and pour contents from vessels. It cannot attack, activate magic items, or carry more than 10 pounds.
- Duration
- Concentration, up to 10 minutes
- Target
- One spectral hand and objects within its reach
- Components
- V, S
- Higher levels
- The spell does not improve when cast with a higher-level slot.
- Source
- Player's Handbook
1st level
2- Senses the presence of magic within 30 feet. As an action, you can see a faint aura around visible magical creatures and objects and learn the school of magic involved.
- Duration
- Concentration, up to 10 minutes
- Target
- Self, sensing within 30 feet
- Components
- V, S, M, a pinch of soot and salt
- Higher levels
- The spell does not improve when cast with a higher-level slot.
- Source
- Player's Handbook
- Changes your appearance, including clothing, armor, weapons, and other belongings. The illusion is visual only and does not withstand physical inspection.
- Duration
- Concentration, up to 1 hour
- Target
- Self
- Components
- V, S, M, a bit of fleece
- Higher levels
- The spell does not improve when cast with a higher-level slot.
- Source
- Player's Handbook
2nd level
3- Magically locks a door, window, gate, chest, or other entryway. You and creatures designated at casting can open it normally. The object becomes harder to open by mundane means.
- Duration
- Until dispelled
- Target
- One closed object or entryway
- Components
- V, S, M, a drop of bitumen and a small amount of silver dust
- Higher levels
- When cast using a spell slot of 3rd level or higher, the duration increases to permanent until dispelled.
- Source
- Player's Handbook
- A creature you touch becomes invisible until the spell ends, attacks, or casts a spell. Anything the target wears or carries becomes invisible with it.
- Duration
- Concentration, up to 1 hour
- Target
- One creature touched
- Components
- V, S, M, an eyelash encased in gum arabic
- Higher levels
- For each slot level above 2nd, you can target one additional creature.
- Source
- Player's Handbook
- Briefly surrounds you with silvery mist and teleports you up to 30 feet to an unoccupied space you can see.
- Duration
- Instantaneous
- Target
- Self
- Components
- V, S
- Higher levels
- The spell does not improve when cast with a higher-level slot.
- Source
- Player's Handbook
3rd level
2- Creates a realistic visual, auditory, olfactory, and thermal illusion no larger than a 20-foot cube. It cannot directly deal damage or impose conditions.
- Duration
- Concentration, up to 10 minutes
- Target
- A spot within range containing an illusion up to a 20-foot cube
- Components
- V, S, M, a bit of fleece
- Higher levels
- When cast with a 4th-level slot or higher, the spell lasts until dispelled and does not require concentration.
- Source
- Player's Handbook
- Attempts to interrupt a creature in the process of casting a spell. A spell of 3rd level or lower fails automatically; higher-level spells require an ability check using your spellcasting ability.
- Duration
- Instantaneous
- Target
- One creature casting a spell within range
- Components
- S
- Save or attack
- Ability check if the interrupted spell is higher than 3rd level
- Higher levels
- When cast with a slot of 4th level or higher, the interrupted spell automatically fails if its level is equal to or lower than the slot used.
- Source
- Player's Handbook
4th level
2- Teleports you to a destination within range and can bring one willing creature within 5 feet of you. Occupied or completely filled destinations cause the teleport to fail and deal force damage to travelers.
- Duration
- Instantaneous
- Target
- Self and up to one willing creature within 5 feet
- Components
- V
- Higher levels
- The spell does not improve when cast with a higher-level slot.
- Source
- Player's Handbook
- Creates an invisible magical eye that you can see through. As an action, you can move it up to 30 feet in any direction, including around corners and through openings.
- Duration
- Concentration, up to 1 hour
- Target
- An invisible magical eye
- Components
- V, S, M, ruby dust worth 1,500 gp
- Higher levels
- The spell does not improve when cast with a higher-level slot.
- Source
- Player's Handbook
7th level
1- Creates an immobile invisible prison or cage made of magical force. Matter cannot pass through it, and spells cannot pass into or out of its area.
- Duration
- 1 hour
- Target
- A creature or area within range
- Components
- V, S, M, powdered ruby worth 1,500 gp
- Save or attack
- Charisma saving throw only against teleportation or interplanar escape
- Higher levels
- The spell does not improve when cast with a higher-level slot.
- Source
- Player's Handbook
9th level
1- The most powerful spell in the game. It can duplicate any other spell of 8th level or lower without its normal requirements, or produce another effect subject to the DM's adjudication and possible severe consequences.
- Duration
- Instantaneous
- Target
- Self, with the chosen wish affecting creatures, objects, or reality as appropriate
- Components
- V
- Save or attack
- None, though the DM adjudicates nonstandard wishes
- Higher levels
- Wish has no higher-level scaling. Duplicating another spell of 8th level or lower requires no material components.
- Source
- Player's Handbook
In the margins
4 notes
FormulaIf the door has no keyhole, make one.
WarningNever trust a chest that is easier to open than it should be.
DiaryTonight I stole a duke's signet, a lich's map, and half a cheese wheel. The cheese was guarded best.
FormulaA proper escape route has three exits: one visible, one magical, and one that insults geometry.
The book itself
The book smells faintly of lamp oil, rain, and old libraries.
Several pages contain miniature illustrations of masked raccoons stealing jewels from arcane vaults.
Every locking mechanism has been annotated with three alternative methods of bypass.
The caster
Arcane wizardryThievius Racconus
Studies: Arcane infiltration, magical security, illusion, and extradimensional escapeManner: Charming, conspiratorial, and impeccably polite until someone touches his notes. He treats every conversation as reconnaissance.Focus: A silver signet ring shaped like a curled raccoon tail, used to trace glyphs in the air and tap suspicious locks three times.Quirk: He gives every lock, ward, and enemy a nickname before attempting to defeat it.Wants: To perform the Impossible Heist, stealing an object from a vault that exists simultaneously in three planes and is guarded by a prophecy rather than a door.Born among traveling locksmiths, Thievius learned early that every barrier is an argument waiting to be disproved. He studied wizardry under archivists, burglars, and one unwilling archdevil, combining careful scholarship with theatrical criminality.
The book
A narrow black-leather folio bound with raccoon-gray hide, brass corner guards, and pages edged in shifting violet ink. Its diagrams rearrange themselves when viewed from the corner of the eye, and tiny paw prints appear beside particularly dangerous formulae.
Its wards · GM only
About the book
FormatConcealed spellbook folio
ThemeArcane infiltration and impossible theft
Written by aWizard
Caster level20
SystemDungeons & Dragons 5th Edition
Plot hooks
1Thievius vanished after stealing a crystalline key said to open a vault beneath the oldest wizard college. His spellbook remains behind, but its final pages have been torn out.
2A rival archmage claims Thievius stole an artifact from a private demiplane. The artifact is now hidden somewhere in the spellbook, and the book's wards attack anyone who searches without solving its marginal riddles.
3The city's enchanted treasury has been breached without a single lock being broken. Investigators believe Thievius is dead, but every crime scene bears fresh violet paw prints.
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