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Color Spray Color Spray Disguise Self

1 Illusion 1 Illusion 1 Illusion


Casting Time:1 Action Range:Self (15-foot Casting Time:1 Action Range:Self (15-foot Casting Time:1 Action Range:Self
cone) cone) Duration: 1 hour Components: V, S
Duration: 1 round Components: V, S, M Duration: 1 round Components: V, S, M You make yourself including your clothing,
A dazzling array of flashing, colored light springs A creatures hit points must be equal to or less armor, weapons, and other belongings on your
from your hand. Roll 6d10, the total is how many than the remaining total for the creature to be person look different until the spell ends or
hit points of creatures this spell can effect. affected. until you use your action to dismiss it. You can
Creatures in a 15-foot cone originating from you seem 1 foot shorter or taller and can appear thin,
are affected in ascending order of their current fat, or in between. You cant change your body
hit points (ignoring unconscious creatures and type, so you must adopt a form that has the
creatures that cant see). Starting with the same basic arrangement of limbs. Otherwise, the
creature that has the lowest current hit points, extent of the illusion is up to you. The changes
each creature affected by this spell is blinded wrought by this spell fail to hold up to physical
until the spell ends. Subtract each creatures hit inspection.
points from the total before moving on to the
creature with the next lowest hit points. At Higher Levels
When you cast this spell using a spell slot of 2nd
level or higher, roll an additional 2d10 for each
slot level above 1st.

Disguise Self Illusory Script Illusory Script


1 Illusion 1 Illusion (Ritual) 1 Illusion (Ritual)
Casting Time:1 Action Range:Self Casting Time:1 Minute Range:Touch Casting Time:1 Minute Range:Touch
Duration: 1 hour Components: V, S Duration: 10 days Components: S, M a Duration: 10 days Components: S, M a
For example, if you use this spell to add a hat to lead-based ink worth lead-based ink worth
at least 10 gp, which at least 10 gp, which
your outfit, objects pass through the hat, and
the spell consumes the spell consumes
anyone who touches it would feel nothing or
would feel your head and hair. If you use this a lead-based ink worth at least 10 gpwhich the Alternatively, you can cause the writing to appear
spell to appear thinner than you are, the hand of spell consumes. to be an entirely different message, written in a
som eone who reaches out to touch you would You write on parchment, paper, or some other different hand and language, though the
bump into you while it was seemingly still in suitable writing material and imbue it with a language must be one you know. Should the
midair. To discern that you are disguised, a potent illusion that lasts for the duration. To you spell be dispelled, the original script and the
creature can use its action to inspect your and any creatures you designate when you cast illusion both disappear. A creature with truesight
appearance and must succeed on an the spell, the writing appears normal, written in can read the hidden message.
Intelligence (Investigation) check against your your hand, and conveys whatever meaning you
spell save DC. intended when you wrote the text. To all others,
the writing appears as if it were written in an
unknown or magical script that is unintelligible.

Silent Image Silent Image Blur


1 Illusion (Concen.) 1 Illusion (Concen.) 2 Illusion (Concen.)
Casting Time:1 Action Range:60 feet Casting Time:1 Action Range:60 feet Casting Time:1 Action Range:Self
Duration: up to 10 min.sComponents: V, S, M Duration: up to 10 min.sComponents: V, S, M Duration: up to 1 min. Components: V
a bit of fleece. Physical interaction with the image reveals it to Your body becomes blurred, shifting and
You create the image of an object, a creature, or be an illusion, because things can pass through wavering to all who can see you. For the
some other visible phenomenon that is no larger it. A creature that uses its action to examine the duration, any creature has disadvantage on
than a 15-foot cube. The image appears at a image can determine that it is an illusion with a attack rolls against you. An attacker is immune to
spot within range and lasts for the duration. The successful Intelligence (Investigation) check this effect if it doesnt rely on sight, as with
image is purely visual; it isnt accompanied by against your spell save DC. If a creature blindsight, or can see through illusions, as with
sound, smell, or other sensory effects. You can discerns the illusion for what it is, the creature truesight.
use your action to cause the image to move to can see through the image.
any spot within range. As the image changes
location, you can alter its appearance so that its
movements appear natural for the image. For
example, if you create an image of a creature
and move it, you can alter the image so that it
appears to be walking.
Invisibility Magic Mouth Magic Mouth
2 Illusion (Concen.) 2 Illusion (Ritual) 2 Illusion (Ritual)
Casting Time:1 Action Range:Touch Casting Time:1 Minute Range:30 feet Casting Time:1 Minute Range:30 feet
Duration: up to 1 hour Components: V, S, M Duration: Until Components: V, S, M Duration: Until Components: V, S, M
A creature you touch becomes invisible until the dispelled dispelled
spell ends. Anything the target is wearing or a small bit of honeycomb and jade dust worth at When that circumstance occurs, a magical
carrying is invisible as long as it is on the targets least 10 gp which the spell consumes. mouth appears on the object and recites the
person. The spell ends for a target that attacks You implant a message within an object in range, message in your voice and at the same volume
or casts a spell. a message that is uttered when a trigger you spoke. If the object you chose has a mouth
condition is met. Choose an object that you can or something that looks like a mouth (for
see and that isnt being worn or carried by example, the mouth of a statue), the magical
another creature. Then speak the message, mouth appears there so that words appear to
which must be 25 words or less, though it can be come from the objects mouth. When you cast
delivered over as long as 10 minutes. Finally, this spell, you can have the spell end after it
determine the circumstance that will trigger the delivers its message, or it can remain and
spell to deliver your message. repeats its message whenever the trigger
At Higher Levels occurs.
When you cast this spell using a spell slot of 3rd
level or higher, you can target one additional
creature for each slot level above 2nd.

Magic Mouth Mirror Image Mirror Image


2 Illusion (Ritual) 2 Illusion 2 Illusion
Casting Time:1 Minute Range:30 feet Casting Time:1 Action Range:Self Casting Time:1 Action Range:Self
Duration: Until Components: V, S, M Duration: 1 min. Components: V, S Duration: 1 min. Components: V, S
dispelled Three illusory duplicates of yourself appear in A duplicates AC equals 10 + your Dexterity
The triggering circumstance can be as general or your space. Until the spell ends, the duplicates modifier. If an attack hits a duplicate, the
as detailed as you like, though it must be based move with you and mimic your actions, shifting duplicate is destroyed. A duplicate can be
on visual or audible conditions that occur within position so its impossible to track which image is destroyed only by an attack that hits it. It ignores
30 feet of the object. For example, you could real. You can use your action to dismiss the all other damage and effects. The spell ends
instruct the mouth to speak when any creature illusory duplicates. Each time a creature targets when all three duplicates are destroyed. A
moves within 30 feet of the object or when a you with an attack during the spells duration, roll creature is unaffected by this spell if it cant see,
silver bell rings within 30 feet of it. a d20 to determine whether the attack instead if it relies on senses other than sight, such as
targets one of your duplicates. If you have three blindsight, or if it can perceive illusions as false,
duplicates, you must roll a 6 or higher to change as with truesight.
the attacks target to a duplicate. With two
duplicates, you must roll an 8 or higher. With one
duplicate, you must roll an 11 or higher.

Nystul’s Magic Aura Nystul’s Magic Aura Nystul’s Magic Aura


2 Illusion 2 Illusion 2 Illusion
Casting Time:1 Action Range:Touch Casting Time:1 Action Range:Touch Casting Time:1 Action Range:Touch
Duration: 24 hours Components: V, S, M Duration: 24 hours Components: V, S, M Duration: 24 hours Components: V, S, M
a small square of silk. False Aura You change the way the target You choose a creature type and other spells and
You place an illusion on a creature or an object appears to spells and magical effects, such as magical effects treat the target as if it were a
you touch so that divination spells reveal false detect magic, that detect magical auras. You can creature of that type or of that alignment.
information about it. The target can be a willing make a nonmagical object appear magical, a
creature or an object that isnt being carried or magical object appear nonmagical, or change
worn by another creature. When you cast the the objects magical aura so that it appears to
spell, choose one or both of the following effects. belong to a specific school of magic that you
The effect lasts for the duration. If you cast this choose. When you use this effect on an object,
spell on the same creature or object every day you can make the false magic apparent to any
for 30 days, placing the same effect on it each creature that handles the item. Mask You change
time, the illusion lasts until it is dispelled. the way the target appears to spells and magical
effects that detect creature types, such as a
paladins Divine Sense or the trigger of a sym bol
spell.
Phantasmal Force Phantasmal Force Phantasmal Force
2 Illusion (Concen.) 2 Illusion (Concen.) 2 Illusion (Concen.)
Casting Time:1 Action Range:60 feet Casting Time:1 Action Range:60 feet Casting Time:1 Action Range:60 feet
Duration: up to 1 min. Components: V, S, M Duration: up to 1 min. Components: V, S, M Duration: up to 1 min. Components: V, S, M
a bit of fleece. The target can use its action to examine the If the target survives the fall, it still believes that
You craft an illusion that takes root in the mind of phantasm with an Intelligence (Investigation) the bridge exists and comes up with some other
a creature that you can see within range. The check against your spell save DC. If the check explanation for its fallit was pushed, it slipped,
target must make an Intelligence saving throw. succeeds, the target realizes that the phantasm or a strong wind might have knocked it off. An
On a failed save, you create a phantasmal is an illusion, and the spell ends. While a target affected target is so convinced of the phantasms
object, creature, or other visible phenomenon of is affected by the spell, the target treats the reality that it can even take damage from the
your choice that is no larger than a 10-foot cube phantasm as if it were real. The target illusion. A phantasm created to appear as a
and that is perceivable only to the target for the rationalizes any illogical outcomes from creature can attack the target. Similarly, a
duration. This spell has no effect on undead or interacting with the phantasm. For example, a phantasm created to appear as fire, a pool of
constructs. The phantasm includes sound, target attempting to walk across a phantasmal acid, or lava can burn the target.
temperature, and other stimuli, also evident only bridge that spans a chasm falls once it steps
to the creature. onto the bridge.

Phantasmal Force Shadow Blade Shadow Blade


2 Illusion (Concen.) 2 Illusion (Concen.) 2 Illusion (Concen.)
Casting Time:1 Action Range:60 feet Casting Time:1 Bonus Range:Self Casting Time:1 Bonus Range:Self
Duration: up to 1 min. Components: V, S, M Action Action
Each round on your turn, the phantasm can deal Duration: up to 1 min. Components: V, S Duration: up to 1 min. Components: V, S
1d6 psychic damage to the target if it is in the You weave together threads of shadow to create
phantasms area or within 5 feet of the a sword of solidified gloom in your hand. This
phantasm, provided that the illusion is of a magic sword lasts until the spell ends. It counts
creature or hazard that could logically deal as a simple melee weapon with which you are
damage, such as by attacking. The target proficient. It deals 2d8 psychic damage on a hit
perceives the damage as a type appropriate to and has the finesse, light, and thrown properties
the illusion. (range 20/60). In addition, when you use the
sword to attack a target that is in dim light or
darkness, you make the attack roll with At Higher Levels
advantage. If you drop the weapon or throw it, it When you cast this spell using a 3rd- or 4th-level
dissipates at the end of the turn. Thereafter, spell slot, the damage increases to 3d8. When
while the spell persists, you can use a bonus you cast it using a 5th- or 6th-level spell slot, the
action to cause the sword to reappear in your damage increases to 4d8. When you cast it
hand. using a spell slot of 7th level or higher, the
damage increases to 5d8.

Fear Hypnotic Pattern Major Image


3 Illusion (Concen.) 3 Illusion (Concen.) 3 Illusion (Concen.)
Casting Time:1 Action Range:Self (30-foot Casting Time:1 Action Range:120 feet Casting Time:1 Action Range:120 feet
cone) Duration: up to 1 min. Components: S, M Duration: up to 10 min.sComponents: V, S, M
Duration: up to 1 min. Components: V, S, M You create a twisting pattern of colors that a bit of fleece.
You project a phantasmal image of a creatures weaves through the air inside a 30-foot cube You create the image of an object, a creature, or
worst fears. Each creature in a 30-foot cone within range. The pattern appears for a moment some other visible phenomenon that is no larger
must succeed on a Wisdom saving throw or drop and vanishes. Each creature in the area who than a 20-foot cube. The image appears at a
whatever it is holding and become frightened for sees the pattern must make a Wisdom saving spot that you can see within range and lasts for
the duration. While frightened by this spell, a throw. On a failed save, the creature becomes the duration. It seems completely real, including
creature must take the Dash action and move charmed for the duration. While charmed by this sounds, smells, and temperature appropriate to
away from you by the safest available route on spell, the creature is incapacitated and has a the thing depicted. You cant create sufficient
each of its turns, unless there is nowhere to speed of 0. The spell ends for an affected heat or cold to cause damage, a sound loud
move. If the creature ends its turn in a location creature if it takes any damage or if someone enough to deal thunder damage or deafen a
where it doesnt have line of sight to you, the else uses an action to shake the creature out of creature, or a smell that might sicken a creature
creature can make a Wisdom saving throw. On a its stupor. (like a troglodytes stench).
successful save, the spell ends for that creature.
Major Image Major Image Phantom Steed
3 Illusion (Concen.) 3 Illusion (Concen.) 3 Illusion (Ritual)
Casting Time:1 Action Range:120 feet Casting Time:1 Action Range:120 feet Casting Time:1 Minute Range:30 feet
Duration: up to 10 min.sComponents: V, S, M Duration: up to 10 min.sComponents: V, S, M Duration: 1 hour Components: V, S
As long as you are within range of the illusion, A creature that uses its action to examine the A Large quasi-real, horselike creature appears
you can use your action to cause the image to image can determine that it is an illusion with a on the ground in an unoccupied space of your
move to any other spot within range. As the successful Intelligence (Investigation) check choice within range. You decide the creatures
image changes location, you can alter its against your spell save DC. If a creature appearance, but it is equipped with a saddle, bit,
appearance so that its movements appear discerns the illusion for what it is, the creature and bridle. Any of the equipment created by the
natural for the image. For example, if you create can see through the image, and its other sensory spell vanishes in a puff of smoke if it is carried
an image of a creature and move it, you can alter qualities become faint to the creature. more than 10 feet away from the steed. For the
the image so that it appears to be walking. duration, you or a creature you choose can ride
Similarly, you can cause the illusion to make the steed. The creature uses the statistics for a
different sounds at different times, even making riding horse, except it has a speed of 100 feet
it carry on a conversation, for example. Physical and can travel 10 miles in an hour, or 13 miles at
interaction with the image reveals it to be an a fast pace.
illusion, because things can pass through it. At Higher Levels
When you cast this spell using a spell slot of 6th
level or higher, the spell lasts until dispelled,
without requiring your concentration.

Phantom Steed Greater Invisibility Hallucinatory Terrain


3 Illusion (Ritual) 4 Illusion (Concen.) 4 Illusion
Casting Time:1 Minute Range:30 feet Casting Time:1 Action Range:Touch Casting Time:10 Range:300 feet
Duration: 1 hour Components: V, S Duration: up to 1 min. Components: V, S Minutes
When the spell ends, the steed gradually fades, You or a creature you touch becomes invisible Duration: 24 hours Components: V, S, M
giving the rider 1 minute to dismount. The spell until the spell ends. Anything the target is a stone a twig, and a bit of green plant.
ends if you use an action to dismiss it or if the wearing or carrying is invisible as long as it is on You make natural terrain in a 150-foot cube in
steed takes any damage. the target’s person. range look, sound, and smell like some other
sort of natural terrain. Thus, open fields or a road
can 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. Manufactured structures, equipment, and
creatures within the area arent changed in
appearance.

Hallucinatory Terrain Phantasmal Killer


4 Illusion 4 Illusion (Concen.)
Casting Time:10 Range:300 feet Casting Time:1 Action Range:120 feet
Minutes Duration: up to 1 min. Components: V, S
Duration: 24 hours Components: V, S, M You tap into the nightmares of a creature you
The tactile characteristics of the terrain are can see within range and create an illusory
unchanged, so creatures entering the area are manifestation of its deepest fears, visible only to
likely to see through the illusion. If the difference that creature. The target must make a Wisdom
isnt obvious by touch, a creature carefully saving throw. On a failed save, the target
examining the illusion can attempt an becomes frightened for the duration. At the end
Intelligence (Investigation) check against your of each of the targets turns before the spell
spell save DC to disbelieve it. A creature who ends, the target must succeed on a Wisdom
discerns the illusion for what it is, sees it as a saving throw or take 4d10 psychic damage. On a
vague image superimposed on the terrain. successful save, the spell ends.

At Higher Levels
When you cast this spell using a spell slot of 5th
level or higher, the damage increases by 1d1O
for each slot level above 4th.

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