Chapter 1: Illusion for Wizards

School of Illusion

Illusion is magic which conceals the truth. Students of this magic—illusionists—are able to call illusory sights and sounds into the waking world; to disguise real people, places and things; to inflict phantom pain and pleasure; to project dazzling lights, deafening noise, darkness and silence; to rewrite memories; to cloud thoughts; and to invade dreams.

Unlike most spells, which have tangible effects on the material world, illusion spells only exist in the minds of their targets and witnesses. An illusionist is often helpless against physical obstacles, both manmade and natural. In exchange, however, illusionists have terrifying power over thinking things, from fellow humanoids and earthly beasts to otherworldly monsters amd spirits.

Illusion Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Illusion spell into your spellbook is halved.

Cloak & Dagger

Starting at 2nd level, once per turn, you can deal an extra 1d6 damage to a target you hit with a weapon attack if one of your illusions grants you advantage on the attack roll.

When you reach each even-numbered wizard level, this extra damage increases by 1d6.

Smoke & Mirrors

Starting at 2nd level, when the casting time for an illusion spell is an action, and when that illusion spell does not deal damage, you can cast it as a bonus action instead.

Malleable Illusions

Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell's normal parameters for the illusion).


Autonomous Illusions

Starting at 10th level, when you cast any illusion spell that creates an animated image or a changing noise (such as Minor Illusion, Silent Image or Veil), you can spend a higher level spell slot in order to give the illusion autonomy.

An autonomous illusion can respond to visible, audible, and tangible events that occur within 30 ft of it. For example, an illusory voice can carry a conversation, an illusory flag can billow in the wind, and an illusory creature can appear to take damage from an attack.

If it takes the form of a creature, an autonomous illusion shares your Intelligence, Wisdom and Charisma scores, your proficiency bonus, your proficiencies, and your initiative. It acts according to a personality and a fictional history that you provide for it when you create it.

When you use your action to change the nature of an autonomous illusion, you can use your action to change its properties, personality or fictional history

In On It

Starting at 14th level, you automatically detect and succeed on saving throws against illusions within 30 feet of you.

Cantrips
  • Dazzle
  • Hush
  • Inflict Pain
  • Legerdemain
  • Mark
  • Minor Illusion
1st Level
  • Color Spray
  • Disguise (Ritual)
  • Duplicity
  • Illusory Script (Ritual)
  • Silent Image
  • Substitution
  • Torture
2nd Level
  • Blur
  • Invisibility
  • Magic Mouth (Ritual)
  • Mirror Image
  • Numb
  • Nystul's Magic Aura
  • Phantasmal Force
  • Shadow Blade
  • Silence (Ritual)
  • Vanish
3rd Level
  • Flare
  • Glamour
  • Hypnotic Pattern
  • Major Image
  • Placebo (Ritual)
  • Veil (Ritual)
4th Level
  • Escher
  • Greater Invisibility
  • Hallucinatory Terrain
  • Phantasmal Killer
5th Level
  • Dream
  • Mislead
  • Seeming
6th Level
  • Mental Prison
  • Programmed Illusion
7th Level
  • Mirage Arcane
  • Power Word Pain
  • Project Image
  • Simulacrum
8th Level
  • Illusory Dragon
  • Mindscape
9th Level
  • Weird

Chapter 2: Illusion for Clerics

Trickery Domain

Tricksters are clerics appointed to play devil's advocate. Whether they are spies who expose shameful truths, thieves who scatter heaping hoards, rebels who challenge rigid norms, or pranksters who simply make fun, tricksters challenge the miopic views of the gods they serve, like jesters broaden the minds of kings.

Trickery Domain Spells
Cleric Level Spells
1st Grease, Sleep
3rd Misty Step, Pass Without Trace
5th Blink, Gaseous Form
7th Dimension Door, Polymorph
9th Far Step, Modify Memory

Bag of Tricks

As a trickster, you treat all illusion spells as cleric spells. You can prepare illusion spells whenever you would prepare cleric spells, and you can learn illusion cantrips whenever you would learn a cleric cantrip (including now at 1st level).

Channel Divinity: Secret Identity

Starting at 2nd level, when you cast Disguise on yourself, you can expend your Channel Divinity to make your appearance real. Your shape and weight change to match the appearance, and if you appear to have non-magical weapons or armor, they gain appropriate properties.

If you have access to Glamour, Seeming or another spell which disguises your appearance, you can use this feature to render those disguises real as well.

Channel Divinity: Invoke Duplicity

Starting at 6th level, when you use Silent Image or Major Image create an illusory copy of yourself, you can expend your Channel Divinity to render the copy tangible. You can then move the copy without using your acton, you can use your actions, bonus actions and reactions to make the copy take any such actions you are capable of.

The copy's AC equals 10 + your Dexterity modifier, and it is destroyed if it takes any damage.

Divine Strike

At 8th level, once on each of your turns when you hit a target with a weapon attack, you can cause the attack to deal an extra 1d8 damage . When you reach 14th level, the extra damage increases to 2d8.

Channel Divinity: Subjective Reality

Starrting at 17th level, when you cast an illusion spell, or at any time on your turn while the spell is ongoing, you can use your Channel Divinity to make one inanimate, non-magical object that is part of the illusion real. On each of your turns until the illusion is dispelled, you can use your bonus action to toggle whether the object is real or illusory

For example, if you use Silent Image to create an illusory bridge, you can use this feature to make it real and cross it. After you've crossed, you could use your bonus action to make it illusory once more, and to prevent others from crossing.

The object can't deal damage or otherwise directly harm anyone, unless it was capable of doing so as an illusion.

Cantrips
1st Level
2nd Level
  • Silence (Ritual)
3rd Level
4th Level
5th Level
6th Level
7th Level
8th Level
9th Level

Chapter 3: New & Updated Illusions

Illusion Cantrips

Dazzle

Illusion Cantrip


  • Casting Time: Action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 round

You create a burst of colored smoke, sparkling lights, or other fanciful imagery. The burst fills a 15 foot cube within range, which is heavily obscured until the start of your next turn.

Hush

Illusion Cantrip


  • Casting Time: Reaction
  • Range: 30 ft
  • Components: S
  • Duration: Instantaneous

When you hear a creature or object within range make noise, you can hold your finger to your lips and silence that noise for the rest of the turn.

If you can anticipate a noise, you can prevent it (e.g. if you drop a vase, you can hush it before it shatters, and if you stab a person, you can hush them before they scream).

If you can't anticipate a noise, you can only interupt it. For this reason, you cannot hush the first 3 words of a sentence, nor the verbal components of a spell.

Inflict Pain

Illusion Cantrip


  • Casting Time: Action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

Touch a creature with your empty hand or a harmless object. You subject your target to illusory pain, which it percieves as any damage type of your choice.

Make a melee spell attack. On hit, your target takes psychic damage equal to 1d6 + your spellcasting ability modifier, and you can force your target to recoil up to 5 feet away in pain.


At higher levels. Starting when you reach 5th level, you can use this spell to make two attacks. By 11th level, you can make three attacks. And by 17th level, you can make four.


Legerdemain

Illusion Cantrip


  • Casting Time: Action
  • Range: Self
  • Components: S
  • Duration: Concentration (up to 1 minute)

You use subtle illusions to conceal the work and the contents of your hands. Choose one of the following effects:

  • When you use or interact with an object (e.g. picking a lock), you can appear engaged in a superficially similar activity (e.g. leaning on the door). This spell then ends.
  • You cause a tiny object in your hand (e.g. a light weapon, a set of tools, a bouquet of flowers) to become invisible for the duration, until you release it, or until you use it.

By concealing either your attack or your weapon, you can use this spell to gain advantage on an attack roll against an unsuspecting creature.


Mark

Illusion Cantrip


  • Casting Time: Action
  • Range: Touch
  • Components: V, S
  • Duration: 1 minute

Touch either an object or a willing creature that is medium or smaller. You recolor the target—including any clothes, armor, weapons, or other belongings on its person—for the duration, or until you cast this spell again.

For example, you may rewrite a contract, draw a thin crack on a vase, make dirty clothes appear clean, apply makeup to a face, or camouflage yourself in your immediate surroundings.


To discern that a target is disguised by this spell, or to spot a target camouflaged by this spell, a creature must succeed on an Wisdom (Perception) check against your spell save DC.

1st level Illusions

Color Spray

1st level Illusion


  • Casting Time: Action
  • Range: Self (30 foot cone)
  • Components: V, S
  • Duration: Instantaneous

A dazzling array of flashing, colored light springs from your outstretched hands. Each creature within the area who can see the light is blinded for the rest of the current turn.

Next, roll 3d8. Each blinded target whose current hit points are equal to or less than the total remains blinded until the end of your next turn. In addition, each blinded target whose current hit points are equal to or less than the number of dice rolled falls unconscious until the end of your next turn.


At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

Disguise (Ritual)

1st level Illusion


  • Casting Time: Action
  • Range: Touch
  • Components: V, S
  • Duration: 1 hour

Touch either an object or a willing creature that is medium or smaller. You alter your target's appearance—including any clothes, armor, weapons, and other belongings on its person—until this spell ends.

If you target an object, it can take on any form with roughly the same dimensions and properties. For example, you could disguise a longsword as a cane, a pebble as a gold coin, or a door as brick wall, matching the wall it is set in.

If you target a creature, it can take any form with roughly the same arrangement of limbs, and it can seem up to 1 foot shorter or taller, thinner, or fatter. Otherwise, the extent of the illusion is up to you.


The changes wrought by this spell don't hold up to physical inspection. For example, a pebble disguised as a gold coin would be lighter than genuine gold, and a thin creature disguised as a fat one would be have an intangible belly.

To discern that a creature or object is disguised by subtle clues or appearance alone, a creature must succeed on an Intelligence (Investigation) check against your spell save DC.


At higher levels. When you cast this spell with a 2nd level spell slot, you can disguise large targets. With a 3rd level slot, you can disguise huge targets, and with a slot of 4th level or higher, you can disguise gargantuan targets.


Duplicity

1st level Illusion


  • Casting Time: Bonus action
  • Range: Self
  • Components: V, S
  • Duration: 10 minutes

You veil yourself in subtle illusions, which conceal your exact location, increasing your AC to 13 + your Dexterity modifier.

As part of the bonus action you used to cast this spell, and as a bonus action on each of your turns for the duration, you can gain one of the following benefits:

  • You Disengage.
  • You gain advantage on the next melee attack or Dexterity (Sleight of Hand) check that you make during this turn.

A creature is unaffected by this spell if it can’t see you, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

Substitution

1st-level illusion


  • Casting Time: Reaction
  • Range: Self
  • Components: S
  • Duration: Instantaneous

When a creature makes an attack against you, or targets you with Magic Missiles, you can use your reaction to interpose an illusory duplicate of yourself between the attacker and yourself. The attack misses you, and the illusion dissipates.

A creature is unaffected by this spell if it can’t see you, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

Torture

1st level Illusion


  • Casting Time: Action
  • Range: Touch
  • Components: V, S
  • Duration: Until the grapple ends (see description)

You subject a creature that you touch to illusory pain, which it percieves as any damage type of your choice.

Make a melee spell attack. On hit, your target takes psychic damage equal to 1d6 + your spellcasting ability modifier, and you grapple your target. Until this grapple ends, your target is frightened, can't take reactions, and speaks falteringly.

On each of your turns while your target is grappled, you can use your action to pick a damage type and inflict psychic damage equal to 1d6 + your spellcasting ability modifier.

If you willingly release your target from this grapple, it uses its reaction to move 5 feet away from you, recoiling in pain.


At higher levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each spell slot level above 1st.

2nd level Illusions

Numb

2nd level Illusion


  • Casting Time: Special
  • Range: Touch
  • Components: V, S
  • Duration: 1 hour

You numb your target against pain.

As an action, you can cast this spell on any willing creature you touch. Alternatively, you can cast this spell on yourself as a reaction to taking damage. In either case, your target gains 20 temporary hit points, and as long as your target has at least one of these temporary hit points, your concentration cannot be broken as a result of taking damage.

When this spell ends on a target, or if this spell is cast on the same taget again, the target takes 20 points of psychic damage, which can neither be increased nor reduced.


At higher levels. When you cast this spell with a spell slot of 3rd level or higher, your target gains temporary hit points and takes psychic damage equal to 10 times the spell slot level.


Vanish

2nd level Illusion


  • Casting Time: Reaction
  • Range: Self
  • Components:
  • Duration: 1 round

At any moment you may cast this spell and become invisible until the end of your next turn. Anything you are wearing or carrying also becomes invisible as long as it remains on your person. This spell ends if you attack or cast a spell.

This spell can interrupt instantaneous effects, provided that you can see them. For example, you can use this spell to become invisible the moment before you are identified by a scout, targeted by a spell, or targeted by an attack, provided that you can see the scout, the spell's caster, or the attacker.

3rd level Illusions

Flare

3rd level Illusion


  • Casting Time: Action
  • Range: 150 feet
  • Components: V, S
  • Duration: 1 minute

A bright streak screeches from your pointing finger to a point you choose within range then explodes into a 20-foot radius flare with a boom audible from 300 feet away. The area of the flare is heavily obscured, and creatures within the area are deafened, both for the rest of the current turn.

In addition, each creature in the area must make a Constitution saving throw. If it fails, each creature is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the creature can make a Constitution saving throw. On a success, this spell ends on it.

Glamour

3rd level Illusion


  • Casting Time: Action
  • Range: Touch
  • Components: V, S
  • Duration: 1 hour

Touch either an object or a willing creature that is medium or smaller. You alter your target's sensory qualities—including any clothes, armor, weapons, and other belongings on its person—until this spell ends.

If you target an object, it can take on any form with roughly the same dimensions and properties. For example, you could disguise a longsword as a cane, a pebble as a gold coin, or a door as brick wall, matching the wall it is set in.

If you target a creature, it can take any form with roughly the same arrangement of limbs, and it can seem up to 1 foot shorter or taller, thinner, or fatter. Otherwise, the extent of the illusion is up to you.

In either case, the illusion includes sounds, odours, and harmless sensations that match its appearance. For example, you could disguise your voice along with your appearance, or you could cause a cadaver to give off warmth and a tangible heartbeat to match its appearance as a sleeping humanoid.


The changes wrought by this spell hold up to cursory physical inspection. For example, a pebble disguised as a gold coin would feel as heavy as genuine gold, and the illusory belly of a thin creature disguised as a fat one would feel warm, firm, and round to the touch.

Nonetheless, the changes wrought by this spell fail to hold up to rigorous inspection. The aforementioned pebble would prove lighter than gold if weighed on a scale, and the illusory belly of the thin creature would not be able to support weight.

To discern that a creature or object is disguised by subtle clues or appearance alone, a creature must succeed on an Intelligence (Investigation) check against your spell save DC.


At higher levels. When you cast this spell with a spell slot of 4th level or higher, you can choose a target one size category larger for each spell slot level above 3rd.


Placebo (Ritual)

3rd level Illusion


  • Casting Time: Action
  • Range: 90 feet
  • Components: V, S
  • Duration: Until dispelled

Choose an illusory image within range which you created. You imbue the image with the power to inflict illusory pain, which creatures percieve as any appropriate damage type. Depending on whether the image depicts an attacker or a hazard, it follows one of the following sets of rules:


Illusory Attacker. When an illusory attacker is allowed to move, it can make two melee spell attacks against a target within 5 feet of it. On hit, each attack deals psychic damage equal to 1d6 + your spellcasting ability modifier.


Illusory Hazards. When a creature enters the area of an illusory hazard for the first time on its turn, or when a creature starts it turn in the area of an illusory hazard, it takes between 1d6 and 5d6 psychic damage (your choice).


The placebo effect relies on the victim's belief that the illusion is real. If a creature either discerns the illusion for what it is or is unaware of the illusion, the illusion cannot damage it.

Veil (Ritual)

3rd level Illusion


  • Casting Time: Action
  • Range: 120 feet
  • Components:
  • Duration: 8 hours

You create a paper-thin illusory veil within range, which lasts for the duration. The veil can take the shape of 20 foot radius sphere, or any shape that would fit within such a sphere.

One side of the veil, which you select when you cast this spell, is transparent. A creature standing on this side of the veil can see and hear through it as if it were not there.

The other side of the veil, however, is opaque. A creature standing on this side of the veil sees and hears an illusory scene which you devise when you cast this spell.


Physical interaction with the veil reveals it to be an illusion, because things disappear when they pass "behind it" and appear suddenly when they pass "in front of it".

To discern the veil as an illusion by appearance or subtle clues alone, a creature must succeed on an Intelligence (Investigation) check against your spell save DC.


At higher levels. When you cast this spell with a 4th level spell slot, the maximum radius of the veil increases by 5 ft for every spell slot level above 3rd, up to a maximum of 50 ft with a 9th level spell slot.

4th level Illusions

Escher

4th level Illusion


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: S
  • Duration: Concentration (up to 24 hours)

Choose an area within range that fits within a 150-foot cube. Using optical illusions, you bend the area into impossible geometries. Creatures in the area (besides yourself and any creatures of your choice) have disadvantage on attack rolls and ability checks relying on sight until they leave.

When an affected creature moves, it must succeed on an Intelligence saving throw or move in the direction of your choice. And when an affected creature casts a spell or uses an effect that targets a specific area—such as Burning Hands or Fog Cloud—it must succeed on an Intelligence saving throw or target an area of your choice.

A creature is unaffected by this spell if it cannot see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.


To decipher the illusory geometries and ignore this spell's effects by subtle clues alone, a creature must succeed on an Intelligence (Investigation) check against your spell save DC.

As an action, you can rearrange the illusory geometries, once again bewildering any creatures who have deciphered it.

7th level Illusions

Power Word Pain

7th-level illusion


  • Casting Time: Action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the spell has no effect on it. A target is also unaffected if it is immune to being charmed.

While the target is in crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a spell, it must first succeed on a Constitution saving throw, or the casting fails and the spell is wasted.

A target suffering this pain can make a Constitution save at the end of each of its turns. On a success, the pain ends.

8th level Illusions

Mindscape

8th-level illusion


  • Casting Time: Action
  • Range: Touch
  • Components: V, S
  • Duration: Until dispelled

A creature that you touch must make an Intelligence save. On a successful save, your target is Stunned until the end of your next turn. On a failed save, your target falls unconscious for the duration, and its mind is plunged into dreamlike world that you design and control as DM. This dreamlike world is called a mindscape.

Your mindscape is as vivid as the waking world. Your target can see the stars, feel the breeze, hear the rain, smell the sea, and even suffer hunger, thirst and pain. Your target may or may not realize that the mindscape is illusory, depending on how artfully you craft it.

Your target's avatar in the mindscape is identical to its real body, however it has a separate pool of hit points, spell slots and other resources, which it can recover by taking short or long rests within the mindscape. Time in the mindscape passes at the same rate as in the waking world.


Escaping a Mindscape. If your target's avatar dies in the mindscape, it wakes up, and this spell ends. This spell also ends if your target realizes that it is trapped in an illusion, and if it desires to return to the waking world.

Whenever your target notices something suspicious about the illusory world that you have crafted, it can use its action to make an Intelligence (Investigation) check against yours epll save DC. On a successful check, it realizes that it is trapped in an illusion.


Wasting Away. Until your target escapes the mindscape, its real body lays unconscious. Whenever your target's real body takes damage or suffers exhaustion (due to starvation, thirst, the elements, etc) your target makes an Intelligence saving throw. On a successful save, your target realizes that it is trapped in an illusion and that its real body is in danger.