Illusion spells

by

Search GM Binder

Illusion additional spells list

Level 1

Alter Musical Instrument

1st-level illusion


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 hour

You alter an instrument so it sounds like a different kind of instrument you are familiar with. The change could be minor (such as making a lute sound like a guitar) or major (making a keyboard sound like drums). All other aspects of the instrument-such as volume, pitch, and how it is played- are unchanged. For example, a piccolo made to sound like an organ is no louder than a normal piccolo, can produce only high notes in the piccolo range, and is a wind instrument.

Image storage

1st-level illusion


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (A ruby, sapphire, emerald or diamond worth at least 10 gp that does not currently contain a stored image, see text)
  • Duration: see text

Imbue a gemstone with the light of the surrounding imagery to store the scene for later viewing. The caster holds this gem in hand when casting this spell and a magical flash of light stores an image of everything in a radius up to the spell's range around the gemstone as the caster would see it. A gemstone can only contain 1 image of any size at a time and gives off a faint aura of illusion magic while storing an image. The image can be displayed via a command word to any creatures of the speaker's choosing within 30 feet of the gemstone when the command word is spoken.

The image is as the caster would see it at the time of capture regardless of their vision when the command word is spoken. A creature under the effects of truesight, blindsight, or darkvision would capture everything as they would see it as far as the vision extends and display the image with the corresponding vision when displayed even if the speaker of the command word has different vision. The image is displayed in only shades of the color of the containing gemstone except for diamonds which capture all colors.

The image remains until the command word is spoken or it is dispelled. Casting the spell again at the same level of its original casting allows the stored imagery to be displayed an additional time via the command word.


  • At Higher Levels. When cast at higher levels the gemstone can store changing images over time up to the duration in the following table. The caster does not need to hold the gem for the duration but the gem must stay within range of its original casting location to continue capturing imagery.
Spell Level Capture duration
2 1 minute
3 10 minutes
4 1 hour
5 8 hours
6 24 hours
7 1 week
8 1 month
9 1 year

Vanish

1st-level illusion


  • Casting Time: 1 action
  • Range: self
  • Components: V, S
  • Duration: 1 round

You become invisible until the end of you next turn. Anything you are wearing or carrying turns invisible with you and remains invisible as long as it is on your person. Attacking or casting a spell immediately ends the invisibility. (alternate version that is a reaction? ends at turn start)

Ventriloquism

1st-level illusion


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Concentration, up to 1 minute

You can make your voice (or any sound that you can normally make vocally) seem to issue from someplace else within range. You can speak in any language you know. With respect to such voices and sounds, anyone who hears the sound and rolls a successful Wisdom save recognizes it as illusory (but still hears it).

Level 2

Astral Observatory

2nd-level illusion


  • Casting Time: 1 action
  • Range: self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You project an image of the night sky based on your current location and the local time in a 15 ft radius around you, allowing you to observe the heavens and all of its celestial bodies and features even during the daytime, indoors, or underground. Anyone within the projection's sphere can see the projection, though outside of the sphere the image becomes grainy and indistinct.


Haze

2nd-level illusion


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You create a 20 foot radius sphere of gray haze that obscures sight (as fog cloud) and causes the illumination level within it to drop one step. Since this spell produces an illusion rather than a true physical fog, it is unaffected by wind and can be created underwater. Creatures within the fog can tell it's an illusion with a successful Wisdom save.

Leash

2nd-level Illusion


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 minute

The target's shadow becomes bound to its location causing the creature to have limited movement. The target can make a strength save on its turn to drag its shadow along. On a successful save every foot of movement costs 1 extra foot this turn. On a failed save the target can only move 5 feet on its turn while its shadow is leashed. At the end of each of the target's turns it can make a Wisdom save to end the spell's effect.


  • At Higher Levels When you cast this spell at 3rd level or higher, you can target 1 additional creature for each slot level above 2nd.

Smell the roses

2nd-level illusion


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (rose petals)
  • Duration: 8 hours

This spell creates an illusory trail in the form of a misty and visible scent coming from the rose petals used as this spell's material component. When you cast this spell, the scent of the rose leaves a faint pink-tinged illusion that ripples and flows in the area. Only creatures carrying one of these rose petals you touch upon casting the spell can see the illusion.

When a creature carrying a petal moves, this illusory scent leaves a trail, though there are no telltale signs of which direction it moved if creatures designated by this spell find a middle section of the trail. This is typically used to create backtracking method for the caster's handpicked allies, useful for navigating in and out of mazes or labyrinthine cave complexes without leaving behind an obvious trail.

Soundproof

2nd-level illusion


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: S, M (a ball of cotton)
  • Duration: Concentration, up to 10 minutes

Upon casting this spell the caster creates an invisible bubble with a radius up to 15 feet. Creatures outside this radius cannot hear sound from within and vice versa.

Level 3

Fake camp

3rd-level illusion


  • Casting Time: 1 minute
  • Range: Self (30-foot-radius cylinder)
  • Components: V, S, M ( A pinecone or a vial of quicksilver)
  • Duration: 8 hours

You make the area in a 30 foot radius cylinder around a campsite appear to be a thicket of untouched and forbidding foliage, or some other unwelcoming feature matching the surrounding terrain. Creatures outside the area make a Wisdom save and on a failed save they cannot sense any activity going on inside the area- they cannot smell campfires or cooking food, they cannot hear conversation, loud noises, or spells being cast, and they cannot even feel heat or a rush of wind coming from the area. Those inside the area can see out normally. Once a creature steps into the area of the spell, it can see everything in and around the area normally.

Malleable Disguise

3rd-level illusion


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 hour

This spell functions as Disguise Self with the addition that as an action the caster can change their disguise. Creatures that see the caster change the disguise know that the new disguise is an illusion.

Spell Name

Spell Type


  • Casting Time: Casting Time
  • Range: Range
  • Components: V, S
  • Duration: Duration

A description bursts from the caster's fingers and spreads at the speed of the reader's comprehension.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.