DnD 5e Illusion Spells

Spell Name
Spell Level
Casting Time
Range
Duration
School
Illusory Dragon
Illusion
Casting Time
Range
Duration
Class
Wizard

Spell Description

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Mental Prison
Illusion
Casting Time
Range
Duration
Class
Sorcerer
Warlock
Wizard

Spell Description

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Shadow Blade
Illusion
Casting Time
Range
Duration
Class
Warlock
Wizard
Sorcerer

Spell Description

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Minor Illusion
1 Action
30 Feet
1 minute
Illusion
Casting Time
1 Action
Range
30 Feet
Duration
1 minute
Components
S
M
Materials Required
A bit of fleece
Class
Bard
Sorcerer
Warlock
Wizard

Spell Description

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object–such as a chair, muddy footprints, or a small chest–it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

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Weird C
1 Action
120 Feet
Concentration, Up To One Minute
Illusion
Casting Time
1 Action
Range
120 Feet
Duration
Concentration, up to one minute
Components
V
S
Class
Wizard

Spell Description

Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Each creature in a 30-foot-radius sphere centered on a point of your choice within range must make a Wisdom saving throw. On a failed save, a creature becomes frightened for the duration. The illusion calls on the creature’s deepest fears, manifesting its worst nightmares as an implacable threat. At the end of each of the frightened creature’s turns, it must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends for that creature.

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Mirage Arcane
10 Minutes
Sight
10 days
Illusion
Casting Time
10 Minutes
Range
Sight
Duration
10 days
Components
V
S
Class
Bard
Druid
Wizard

Spell Description

You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain’s general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.

Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn’t disguise, conceal, or add creatures.

The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell’s area disappears immediately.

Creatures with truesight can see through the illusion to the terrain’s true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion’s presence, the creature can still physically interact with the illusion.

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Project Image C
1 Action
500 Miles
Concentration, Up To 1 Day
Illusion
Casting Time
1 Action
Range
500 Miles
Duration
Concentration, up to 1 day
Components
V
S
M
Materials Required
A small replica of you made from materials worth at least 5 gp
Class
Bard
Wizard

Spell Description

You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends.

You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.

You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

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Simulacrum
12 Hours
Touch
Until dispelled
Illusion
Casting Time
12 Hours
Range
Touch
Duration
until dispelled
Components
V
S
M
Materials Required
Snow or ice in quantities sufficient to made a life-size copy of the duplicated creature; some hair, fingernail clippings, or other piece of that creature’s body placed inside the snow or ice; and powdered ruby worth 1,500 gp, sprinkled over the duplicate and consumed by the spell
Class
Wizard

Spell Description

You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature’s hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates, except that it is a construct.

The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots.

If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly.

If you cast this spell again, any duplicate you created with this spell is instantly destroyed.

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Programmed Illusion
1 Action
120 Feet
Until dispelled
Illusion
Casting Time
1 Action
Range
120 Feet
Duration
until dispelled
Components
V
S
M
Materials Required
A bit of fleece and jade dust worth at least 25 gp
Class
Bard
Wizard

Spell Description

You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.

When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again.

The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

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Seeming
1 Action
30 Feet
8 hours
Illusion
Casting Time
1 Action
Range
30 Feet
Duration
8 hours
Components
V
S
Class
Bard
Sorcerer
Wizard

Spell Description

This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell.

The spell disguises physical appearance as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in between. You can’t change a target’s body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature’s outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature’s head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.

 

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