New Spells: Heist Magic
A Wizard with Reputation: Rag Mage of 3+ can copy these spells into their spellbook for the normal amount of Downtime Days and gp cost.
… so far only Ghundralt (@Jackfruitchilli) can do that
- blockade (Conj.), lost in the dark (Necro.), scholar’s touch (Divin.), secret weapon (Illu.), shock and awe (Ench.)
- ashes to ashes (Necro.), bat sight (Trans.), private conversation (Evoc.)
- amorphous form (Trans.), glitterdust (Conj.), listening coin (Divin.)
- enter shadow (Illu.)
- false vision (Illu.)
Amorphous Form
3rd-level transmutation
Casting Time: 1 action
Range: Touch
Components: S, M (a pinch of gelatin)
Duration: Concentration, up to 1 hour
You transform a willing creature you touch, along with everything it’s wearing and carrying, into an amorphous oozelike form. While in this form, it can move through a space as narrow as 1 inch wide without squeezing. It gains a swim speed and climb speed equal to its walking speed, and it can move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free.
Ashes to Ashes
2nd-level necromancy (ritual)
Casting Time: 1 action
Range: 10 feet
Components: S, M (a pinch of bone dust)
Duration: Instantaneous
You turn a corpse you can see to dust. The body and all its nonmagical equipment disintegrates. This spell has no effect on undead.
Bat Sight
2nd-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a handfull of peckled bat ears)
Duration: 10 minutes
One willing creature you touch gains blindsight out to a range of 10 feet. It can’t use this blindsight while deafened. For the same duration the creature has vulnerability to thunder damage.
Blockade
1st-level conjuration
Casting Time: 1 bonus action
Range: 5 feet
Components: V, S, M (a small wooden block)
Duration: 1 minute
You call a cube of solid wood, 5 feet on a side, into being. The cube must be created upon solid ground in an empty square. If no solid surface exists that is large enough for the cube to fit on, or if no adjacent square is empty, the spell fails. The cube weights 2,000 pounds. It is an object that has 600 hot points and AC 15. It completely fills one 5-foot square.
Multiple cubes can be stacked. If it is pushed into water, the cube floats.
Enter Shadow
4th-level illusion
Casting Time: 1 action
Range: Touch
Components: S, M (a drop of liquid shadow worth 50 gp)
Duration: Concentration, up to 10 minutes
You or a willing creature you touch enters another creature’s shadow and become incorporeal. The other creature has to be adjacent to the target. By joining that creature’s shadow, the subject that enters its shadow becomes part of the host creature, lingering within its shadow. If this spell is cast from a hidden location, the host creature does not notice what has happened if the target makes a successful Dextery (Stealth) check opposed by the host’s passive Perception.
The target can follow the host creature as long as the duration lasts and there is some darkness available. If the host creature ever enters an area without sufficent shadow (such as the area of a daylight spell) the spell ends immediately and the host creature’s shadow ejects all creatures. In this case, the ejected creatures must make a Constitution saving throw against DC 15 or be stunned until the end of their next turns.
If the target wishes to leave the host creature’s shadow before the spell’s duration expires, it can do so at will, but unless the target makes a successful Dexterity (Stealth) check (opposed by the host’s passive Perception) the host notices the change in its shadow.
A target with the Shadow Step feature can use it from within the host creature, to simplify the process of leaving its shadow.
At Higher levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional willing creature for each slot level above 4th.
False Vision
5th-level illusion
Casting Time: 1 action
Range: Self (40-foot cube)
Components: V, S, M (jade dust worth 50 gp sprinkled into the air, which the spell consumes)
Duration: Concentration, up to 8 hours
For the duration, any divination magic used to view anything within a 40-foot cube centered around you instead receives a false image (as the major image spell), as defined by you at the time of casting.
As an action you can alter parts of the illusion. You can also alter some parts in a way that illusionary creatures appear to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.
Creatures who perceive the area without the use of divination magic are unaffected by the illusion.
Glitterdust
3rd-level conjuration
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a pinch of ground mica)
Duration: Concentration, up to 1 minute
You create a cloud of golden particles that waves through the air inside a 30-foot cube within range. The golden particles stick to everyone and everything before quickly settling out of the air. Each creature in the area is coated in the dust and mist make a Constitution saving throw. On a failed save, the creature becomes blinded for the duration. Invisible creatures and objects gain no benefit from being invisible if they are coated in the dust. Additionally, a creature coated in the dust suffers a -10 penalty to Dexterity (Stealth) checks.
A the end of each of its turns, a blinded creature can make a Constitution saving throw. On a success, the creature is no longer blinded.
Listening Coin
3rd-level divination
Casting Time: 1 action
Range: Touch
Components: V, S, M (two coins, worth at least 1cp each)
Duration: Concentration, up to 8 hours
You turn two ordinary coins into magic listening devices - one a sensor and the other a receiver. After casting the spell, you simply give the sensor coin away either surreptitiously or overtly. By holding the receiver coin up to your ear, you can hear whatever transpires near the sensor as if you were there (much like the effect from a clairvoyance spell). If the sensor coin is in a pocket, pouch, or sack, you have disadvantage on any Perception checks to hear through it.
The coins continue to function no matter how far apart they are, although they fall silent if they are on different planes of existance.
Lost in the Dark
1st-level necromancy
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a drop of pitch black ink)
Duration: Concentration, up to 1 minute
This spell interferes with darkvision. One creature you can see must make a Constitution saving throw. On a failure it looses any darkvision it might possess for the duration of the spell. Truesight, blindsight, tremorsense, and other senses still function normally.
The target has advantage on this saving throw if its darkvision comes from a spell such as darkvision or from a magic item. When you use this spell against a creature without darkvision, the spell fails.
At Higher Levels: When you cast this spell with a slot of 2nd level or higher, you can target one additional creature within range for each slot level above 1st.
Private Conversation
2nd-level evocation (ritual)
Casting Time: 1 action
Range: 30 feet
Components: S
Duration: Concentration, up to 1 hour
Choose up to eight willing creatures within range. The targets of this spell can converse without anyone overhearing what they are saying. Creatures who can read lips might still be able to determine what is said, but no amount of listening allows one to overhear the conversation.
While under the effect of this spell, a creature can still speak to someone not affected by the spell, but all can hear that conversation normally. Only when an affected creature speaks to another affected creature does the conversation remain private.
Scholar’s Touch
1st-level divination (ritual)
Casting Time: 1 action
Range: Touch
Components: V, S, M (a scrap of parchment, a pinch of tinder, and a thin crystal disc)
Duration: Instantaneous
With this spell you can touch a book or scroll and absorb the knowledge contained within as if you had just read it. This is equivalent to a solid read through but not deep study - you do not gain perfect recall of the information, just whatever you would have gotten from reading it completely once. If you can’t read the language of the source, the spell has no effect. This spell cannot be used to prepare spells or to cast magical scrolls, nor does it have any effect when reading a magical book (such as a tome of understanding)
Secret Weapon
1st-level illusion
Casting Time: 1 action
Range: Touch
Components: V, S, M (a thin black cloth)
Duration: 1 hour
You touch a weapon, causing it to seem to disappear from view. It does not become truly invisible so much as easily overlooked. Everyone gains +10 bonus on Dexerity (Sleight of Hand) checks made to conceal or hide the weapon. This spell even enables someone to hide weapons they normally wouldn’t be able to physically (such as a greatsword on a kobold).
At Higher Levels: When you cast this spell with a slot of 2nd level or higher, you can target one additional weapon for each slot level above 1st.
Shock and Awe
1st-level enchantment
Casting Time: 1 bonus action
Range: 30 feet
Components: V, S
Duration: 1 minute
One creature you can see, that is is surprised, suffers a -10 penalty on its initiative for the duration of the spell. When you are targeting a creature that is not suprised with this spell, the spell fails.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additonal suprised creature for each slot level above 1st.
please keep in mind that these Homebrew spells will only work on my tables