jgsugden
Legend
I've seen quite a few comments here, and in other places, where incorrect statements about illusions spells are stated. Here are a few reminders on our most common illusion spells. I am treating Sage Advice as RAW, as well as the interview from 12/27/2017 by Jeremy Crawford as RAW). Note that many DMs will overrule some of these rules - so if you plan to use illusions, I recommend discussing them with the DM in advance.
Minor Illusion
Silent Image
Minor Illusion
- Creates a sound or a still image (see sage advice) of an object (not a creature, although you can make an image of a statue of a creature - but remember that it is static and not moving).
- Range 30'.
- Max size of image: 5' cube. The image can't exist outside this cube as it is the area of effect.
- Verbal and Somatic Components.
- Duration of 1 minute.
- No concentration requirement. As a result, you can't dismiss the image or sound early, or silence the sound you selected if you no longer wish it to be there unless you use an action to do so or cast this spell again.
- The image can't create sound, light, smell, or any other sensory effects.
- This spell can't make a responsive reflection, although the image could include a static image of a reflection (although it would not change based upon a change in perspective). As a result, the image of the reflection would only look 'correct' from one unique angle, generally. Similarly, it can't create a shadow (note that a shadow is not part of the image of the thing created).
- Physical interaction reveals the image to be an illusion (to any observer per sage advice).
- A sound either continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends, but you specify the nature of the sound(s) when the spell is cast.
- An investigation check as an action can be used to reveal it is an illusion (when physical contact has not already revealed it). This works on both the sound and the image options.
- Once a minor illusion image is discerned as an illusion, it becomes faint to the observer.
- Once a minor illusion auditory sound is discerned as an illusion, it becomes faint to the listener.
- Until discerned as an illusion, it seems real, although there is nothing preventing someone from noting it odd that an image is silent and suspecting an illusion.
- School of Illusion wizard of 2nd or higher level can create both an image and a sound with one casting. They do not need to be related.
- School of Illusion wizards of 6th level or higher can use an action to change the illusion. You are limited by the parameters of this spell in how you can change it.
Silent Image
- Creates a dynamic image (see sage advice) of an object, creature or visible phenomenon. As the name states - no sounds are created.
- Range 60'.
- Max size of image: 15' cube. The image can't exist outside this cube as it is the area of effect unless you use your action to move the image, in which case it can go anywhere within range of the spell.
- Verbal, Somatic and Material (Fleece) components.
- Duration of 10 minutes.
- Concentration required, so you can dismiss it at any time.
- The image can't create sound, smell, or any other sensory effects. This spell leaves light out of the list of things minor illusion can't create. While this creates a bit of ambiguity, the consensus is generally that it can't create light (as it is listed as an example of a sensory effect in minor illusion, and this spell can't create other sensory effects), although the phenomena of light can be created within the area. So, for example, you could make it seem like things were bathed in red light within an otherwise lit room. You may wish to clarify how the spell treats light with your DM.
- This spell can't make a responsive reflection, although the image could include an image of a reflection (although it would not change based upon a change in perspective unless the caster modifies the illusion with an action). Accordingly, the image of the reflection would only look 'correct' from one unique angle (at a time if moved), generally. Similarly, it can't create a shadow (note that a shadow is not part of the image of the thing created).
- You can move the illusion using your action. As the image changes location, you can alter its appearance so that its movements appear natural for the image.
- Physical interaction reveals the image to be an illusion (to any observer per sage advice).
- An investigation check as an action can be used to reveal it is an illusion (when physical contact has not already revealed it).
- Once a silent image is discerned as an illusion, it becomes faint to the observer.
- Until discerned as an illusion, it seems real, although there is nothing preventing someone from noting it odd that the image is silent.
- School of Illusion wizards of 6th level or higher can use an action to change the illusion. You are limited by the parameters of this spell in how you can change it.
- Creates a dynamic illusion of an object, creature or visible phenomenon that is simultaneously in the mind of one target, and in a location in space (see the section of the spell that describes damage and the areas of effect of the spell) but it is only perceptible to the target.
- Range 60'.
- Max size of image: 10' cube. The image can't exist outside this cube as it is the area of effect. The dynamic illusion can't leave this space, generally.
- Intelligence saving throw negates.
- Undead and constructs are unaffected by this spell.
- Verbal, Somatic and Material (Fleece) components.
- Duration of 1 minute.
- Concentration required, so you can dismiss it at any time.
- The phantasm includes sound, temperature, and other stimuli, although evident only to the creature. The question of whether it can be used to make the target perceive there is light in an area is up to the DM. A permissive DM might allow this to give a target the ability to see in a dark area. The spell can't create sounds, spells or temperatures inappropriate for the image.
- This spell can't make a responsive reflection, although the image could include an image of a reflection. However, the image of the reflection would only look 'correct' from one unique angle, generally. Similarly, it can't create a shadow (note that a shadow is not part of the image of the thing created). However, the target will rationalize these defects away, so the defect is rarely consequential.
- Any desired game condition or game effect being created by the spell, outside misleading the target or dealing damage as stated by the spell, is something that the DM will need to rule upon. Some things seem incredibly reasonable, such as blinding someone by blocking their sight with the illusion (such as an illusion of a bag on the head), but using it to knock someone unconscious (other than by dealing enough damage to do so) seems less reasonable. However, it is up to the DM.
- Generally, you have no control over the image once you create it in the mind of the target. Once you state what it is, your only control decision is whether to end concentration.
- Physical interaction does not reveal this to be an illusion. The target rationalizes any illogical outcomes from interacting with the phantasm.
- An investigation check as an action can be used to reveal it is an illusion. However, you generally need to have a reason to do so that comes from an outside source as you will rationalize any illogical outcomes from interacting with the phantasm and will have no reason to believe it an illusion on your own.
- Until discerned as an illusion, it seems entirely real and you will rationalize away any inconsistency from the illusion.
- An affected target is so convinced of the phantasm’s reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.
- School of Illusion wizards of 6th level or higher can use an action to change the illusion. You are limited by the parameters of this spell in how you can change it.
- Creates a dynamic image (see sage advice) of an object, creature or visible phenomenon.
- Range 120'.
- Max size of image: 20' cube. The image can't exist outside this cube as it is the area of effect unless you use your action to move the image, in which case it can go anywhere within range of the spell.
- Verbal, Somatic and Material (Fleece) components.
- Duration of 10 minutes or permanent if cast using a 6th level slot or higher.
- Concentration required, so you can dismiss it at any time, unless you cast it with a 6th level or higher slot. If cast with a 6th level or higher slot, you can't dismiss the illusion.
- The image is accompanied by sounds, smells, and temperature appropriate to the thing depicted - within limits. It can't deal damage or cause game conditions with it (other than blocking line of sight or making it harder to hear other sounds). The spell can't create sounds, spells or temperatures inappropriate for the image.
- This spell does not address light creation (or any sensory effect outside of an image, sounds, smells and temperature). While this creates a bit of ambiguity, the consensus is generally that it can't create light (as it is listed as an example of a sensory effect in minor illusion, and this spell can't create other sensory effects). So, for example, you could make it seem like things were bathed in red light within an otherwise lit room. You may wish to clarify how the spell treats light with your DM.
- This spell can't make a responsive reflection, although the image could include an image of a reflection (although it would not change based upon a change in perspective unless the caster modifies the illusion with an action). So, the image of the reflection would only look 'correct' from one unique angle, generally. Similarly, it can't create a shadow (note that a shadow is not part of the image of the thing created).
- You can move the illusion using your action. As the image changes location, you can alter its appearance so that its movements appear natural for the image. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.
- Physical interaction reveals the image to be an illusion (to any observer per sage advice).
- An investigation check as an action can be used to reveal it is an illusion (when physical contact has not already revealed it).
- Once a major image is discerned as an illusion, it becomes faint to the observer and its other sensory qualities become faint to the creature.
- Until discerned as an illusion, it seems entirely real, although the inability to have an effect on the environment outside the area of effect may seem odd to observers. However, if someone has a reason to believe it to be an illusion, they can try to shoot through it (although the target will generally have total concealment).
- School of Illusion wizards of 6th level or higher can use an action to change the illusion. You are limited by the parameters of this spell in how you can change it.
- Creates a program for a dynamic illusion of an object, creature or visible phenomenon. When triggered, it is accompanied by sounds, smells, and temperature appropriate to the thing depicted - within limits. It can't deal damage or cause game conditions with it (other than blocking line of sight or making it harder to hear other sounds).
- The condition is specified when cast and can't be changed. 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.
- The illusion is entirely imperceptible until the condition is met.
- The performance can last no more than 5 minutes, but multiple castings can be sequenced.
- Once a performance is complete, the illusion is dormant for 10 minutes.
- Range 120'.
- Max size of image: 30' cube. The image can't exist outside this cube as it is the area of effect, generally.
- Verbal, Somatic and Material (Fleece and 25 gp of jade dust) components.
- Duration is until dispelled.
- No concentration requirement. As a result, you can't dismiss the illusion.
- This spell says is generally silent as to sensory effects, other than specifying that there is an image, and that you can specify what sounds it makes. It is unclear whether it can make temperature effects or other sensory impacts.
- This spell can't make a responsive reflection, although the image could include an image of a reflection. However, the image of the reflection would only look 'correct' from one unique angle, generally. Similarly, it can't create a shadow (note that a shadow is not part of the image of the thing created).
- You can move the illusion using your action. As the image changes location, you can alter its appearance so that its movements appear natural for the image. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.
- Physical interaction reveals the image to be an illusion (to any observer per sage advice).
- Investigation check as an action can be used to reveal it is an illusion (when physical contact has not already revealed it).
- Once a programmed image is discerned as an illusion, it becomes faint to the observer, and any sound it makes sounds hollow to the listener.
- Until discerned as an illusion, it seems entirely real, although the inability to have an effect on the environment outside the area of effect may seem odd to observers. However, if someone has a reason to believe it to be an illusion, they can try to shoot through it (although the target will have total concealment).
- School of Illusion wizards of 6th level or higher can use an action to change the illusion. You are limited by the parameters of this spell in how you can change it.
- The ability to see through an illusion after determining it is an illusion is unique to minor illusion, silent image, major image, programmed illusion, project image, hallucinatory terrain, illusory dragon, a brass dragon's lair effect, and the deck of illusions. The illusions created by other sources do not become faint to observers once their nature is discerned, regardless of whether we're discussing the Trickery Cleric's Invoke Duplicity illusion, an illusionary appearance from Disguise Self, the effects of an Instrument of Illusions, Mirage Arcane creations, Phantasmal Killer phantasms, or other sources.
- When physical interaction is potentially revealing that a minor illusion, silent image, major image, programmed illusion, project image, hallucinatory terrain, illusory dragon, a brass dragon's lair effect, or the image from a deck of illusions is an illusion, the physical interaction must be perceived. If the image (or something else) blocks the line of sight to the interaction, the image will not be discerned to be an illusion by that interaction for that potential observer. Further, if the interaction is not obvious (such as a feather blowing into an illusion at great distance), it is up to the DM to determine whether it was perceptible to the observer. That may require a passive perception (or active perception) check - but it is at the discretion of the DM.
- Per the Crawford interview: Discerning an illusion (for the spells that go faint when discerned to be an illusion) is only possible with the two stated methods (observing physical interaction, or an investigation check). Someone telling you it is an illusion will not 'discern it to be an illusion' for you, so you will not be able to see through it based upon mere words (although you may suspect their words to be true and use that as a queue to investigate or physically interact with it).
- Blindsight and tremorsense do not inherently allow someone to detect something is an illusion, although it is up to the DM to determine whether the creature with blindsight detects the illusion at all. For example, a blind creature with blindsight would not be impacted by silent image. Blindsight takes many forms. A creature with one of these two senses and vision might note the absence of their sensation with their special senses, but they do not automatically see through the images as faint unless they see physical interaction or use an investigation check as those are the only 2 ways to discern the illusion.
- Based upon the Crawford interview, Truesight will allow you to detect something is an illusion, but not automatically 'discern it is an illusion' and allow you to see it as if it is faint (although this is likely something that many DMs will overrule). This is due to there being only 2 ways to discern the illusions.
- These illusions have an area of effect. Except where otherwise explicitly stated, the illusion must stay within the area of effect. That area of effect is determined at casting.
- These illusions create an image/illusion of one thing - whether a creature, object or phenomena. They do not create entire scenes filled with multiple images/illusions. Under RAW, a creature created would be naked, although I think most DMs would overrule that nuance. This means that the illusions do not create shadows.
- Your DM can overrule anything above. A lot of DMs will overrule the lack of reflections and shadows, as well as naked images.
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