- Level
- 1 · Illusion
- Casting time
- 1 action
- Range
- 60 feet
- Components
- V, S
- Duration
- Concentration, up to 10 minutes
You create an illusion of an object, creature, or some other visible phenomenon that is no larger than a 15-foot Cube. The illusion appears at a spot within range and lasts for the duration.
As a Magic action, you can cause the illusion to move to any spot within range. As the illusion changes location, you can alter its appearance so that its movements appear natural for the illusion.
Physical interaction with the illusion reveals it to be an illusion, for things can pass through it. A creature that takes a Study action to examine the illusion 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 its other qualities fade.
The image is accompanied by one of the following effects of your choice.
Using a Higher-Level Spell Slot
Some of the following options require that the spell is cast with a spell slot of a specified level or higher.
Silent
The illusion is purely visual. It isn't accompanied by sound, smell, or other sensory effects.
Realistic (Level 3+ Spell Slot)
The illusion is accompanied by sounds, smells, and temperature appropriate to the things being depicted, but it can't deal damage or cause conditions.
Tangible (Level 4+ Spell Slot)
The image is Realistic and also is filled with shadowstuff, causing it to be physically tangible. Physical interaction no longer reveals the image to be an illusion. The illusion has AC 15 and 1 HP, and vanishes if it drops to 0 Hit Points. For the duration, you can take a Bonus Action to cause the illusion to reappear, but a creature that witnessed the illusion vanish can discern that it is an illusion.
Damaging (Level 5+ Spell Slot)
The illusion is Realistic and Tangible, and can deal damage. As a Bonus Action, you can force a creature within 60 feet of the illusion to make an Intelligence saving throw, taking 4d8 Psychic damage on a failed save or half as much damage on a successful one. A creature that discerns the illusion for what it is has Advantage on saving throws against it.