The School of Illusion is well known for its power to misdirect. Illusions focus the minds of creatures, making them witness their worst nightmares, become overwhelmed with fear, or become visibly confused.
Illusion magic is also responsible for creating many copies of the spellcaster or beast they want unsuspecting creatures to see. Sometimes, it’s even possible to create the illusion of a dragon!
Contents
- Best Illusion Spells 5e
- 15. Minor Illusion (Cantrip)
- 14. Illusory Dragon (8th-level)
- 13. Weird (9th-level)
- 12. Disguise Self (1st-level)
- 11. Phantasmal Killer (4th-level)
- 10. Mirror Image (2nd-level)
- 9. Simulacrum (7th-level)
- 8. Shadow Blade (2nd-level)
- 7. Invisibility (2nd-level)
- 6. Mental Prison (6th-level)
- 5. Creation (5th-level)
- 4. Fear (3rd-level)
- 3. Major Image (3rd-level)
- 2. Hypnotic Pattern (3rd-level)
- 1. Silence (2nd-level) [Ritual]
- Final Thoughts
Best Illusion Spells 5e
15. Minor Illusion (Cantrip)
Casting Time: 1 action
Range: 30 feet
Components: S, M (a small bit of fleece)
Duration: 1 minute
Kicking off this list, we have a simple spell that can be used in all manner of ways: Minor Illusion.
You can create an image or sound lasting for 1 minute. The sound can range from a whisper to a scream, while the image can be no larger than a 5-foot cube.
Note: If a creature suspects the sound or object is an illusion, it can use its action to examine it, uncovering the ruse.
14. Illusory Dragon (8th-level)
Casting Time: 1 action
Range: 120 feet
Components: S
Duration: Concentration, up to 1 minute
Illusory Dragon is a ways away from Minor Illusion, yet in many cases, an 8th-level spell slot isn’t justified by a mere illusion (even if it deals damage).
When cast, a Huge illusion of a dragon appears, forcing enemies that witness the dragon to successfully complete a Wisdom saving throw or be frightened.
The dragon can also exhale a breath of energy in the form of Poison, Necrotic, Lightning, Acid, Cold, or Fire damage in a 60-foot cone.
Note: In most cases having the dragon both appear and act (spewing fire, acid, poison, etc.) is enough to scare most enemies into believing it’s real.
13. Weird (9th-level)
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
Weird is an excellent spell to damage and frighten an entire group of enemies.
You conjure horrifying images in the minds of a group of creatures. Creatures within a 30-foot-radius sphere must succeed on a Wisdom saving throw or become frightened.
At each end of turn, the creature stays frightened and forces it to successfully complete a Wisdom saving throw or then take 4d10 Psychic damage.
12. Disguise Self (1st-level)
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 hour
Disguise Self works for casual infiltration; unfortunately, due to its low level, it cannot hold up to physical inspection.
You disguise yourself (clothing, armor, weapons, and other belongings). Your height can seem 1 foot taller or shorter, and you can also appear fat, thin, or in between.
Note: Just be very careful of physical inspection; if someone were to touch you, they would feel through your transformation.
11. Phantasmal Killer (4th-level)
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
Much like the Weird, Phantasmal Killer uses the nightmares of creatures, but in this case, makes them more tangible.
Tapping into the nightmares of a creature allows you to create an illusory manifestation only that creature can see.
The creature must successfully complete a Wisdom saving throw or become frightened. When each of the creature’s turn end, it must succeed on another Wisdom saving throw or take 4d10 Psychic damage.
Note: Phantasmal killer is basically the single-target version of Weird.
10. Mirror Image (2nd-level)
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 minute
Making duplicates of yourself can be useful, especially if you are in a sticky situation.
Three duplicates of yourself appear, mimicking your actions and moving with you. When you are targeted, roll a d20 to determine if the attack hits you or the duplicates instead.
Note: If a duplicate is hit with an attack, it is destroyed.
You should be aware that Mirror Image will not affect enemies that cannot see you or have no sight.
9. Simulacrum (7th-level)
Casting Time: 12 hours
Range: Touch
Components: V, S, M (ice or snow in quantities sufficient to make a life-size copy of a duplicated creature; fingernail clippings, some hair, or piece of the creature’s body placed inside the snow or ice; and powdered ruby worth 1,500 GP, sprinkled over the duplicate which is then consumed by the spell)
Duration: Until Dispelled
Simulacrum is the definition of creating a puppet, adding a whole new character to your party for everyone’s benefit.
You create a beast or humanoid formed from ice and snow. The creature mimics the chosen creature, having half its HP but all of its normal stats, except that it is a construct.
A Simulacrum is a loyal construct, obeying your commands and acting friendly towards all you deem fit.
8. Shadow Blade (2nd-level)
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
If you’re stuck without a weapon, Shadow Blade can be cast instead.
You conjure a shadowy blade, counting as a simple melee weapon and dealing 2d8 Psychic damage (and it has finesse, throw, and light properties).
Note: Attacking in darkness or dim light gives you advantage.
7. Invisibility (2nd-level)
Casting Time: 1 action
Range: Touch
Components: V, S, M (one eyelash encased in gum arabic)
Duration: Concentration, up to 1 hour
Invisibility is one of the best tools for stealth and infiltration in D&D, so if you have a Rogue or Ranger in your party, consider taking it.
Touching a creature turns it invisible, along with anything it’s carrying. Casting a spell or attacking will end the invisibility.
6. Mental Prison (6th-level)
Casting Time: 1 action
Range: 60 feet
Components: S
Duration: Concentration, up to 1 minute
Taking a powerful creature out of the battle until its minions are dealt with can win an entire battle.
You bind a creature to a cell only they perceive, having them succeed on an Intelligence saving throw or take 5d10 Psychic damage. The space around the creature will also be perceived as dangerous.
Note: Frustrating the creature and having it try to break free from the cell has it taking 10d10 Psychic damage.
5. Creation (5th-level)
Casting Time: 1 minute
Range: 30 feet
Components: V, S, M (one tiny piece of matter which is the same type as the item you wish to create)
Duration: Special
Creation is one of the best spells for an Artificer.
You choose to create a 5-foot cube of nonliving vegetable matter or mineral objects such as stone, metal, or crystal.
Note: You must have seen the form of material in the shape of the object you aim to create.
4. Fear (3rd-level)
Casting Time: 1 action
Range: Self (30-foot cone)
Components: V, S, M (the heart of a hen or a white feather)
Duration: Concentration, up to 1 minute
Fear is probably one of the most consistent ways to frighten an entire group of enemies at a low cost.
Casting the spell, has all creatures in a 30-foot cone successfully complete a Wisdom saving throw or drop what they’re holding and become frightened.
Note: Affected creatures must also use the Dash action to get as far away from you as possible unless there is no space for them to move or they cannot see you anymore.
3. Major Image (3rd-level)
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (one bit of fleece)
Duration: Concentration
Creating near-exact replicas of a visible phenomenon opens doors to a lot of possibilities.
You create the image of a creature, object, or other visible possibilities in a 20-foot cube. The object’s sounds, temperatures, and smells appear completely real.
Note: Just be careful of physical interaction, as that will expose the illusion as fabricated.
2. Hypnotic Pattern (3rd-level)
Casting Time: 1 action
Range: 120 feet
Components: S, M (a crustal vial filled with phosphorescent material or a glowing stick of incense)
Duration: Concentration, up to 1 minute
Hypnotic Pattern is one of D&D’s best crowd control spells for a utility/control caster.
A pattern of twisting colors floats through the air within a 30-foot cube. The pattern appears momentarily, but all creatures in the area that witnessed it must succeed on a Wisdom saving throw or be charmed.
Note: Charmed creatures are incapacitated and have a speed of 0.
1. Silence (2nd-level) [Ritual]
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 10 minutes
Silence is the best spell the Illusion school offers, as it provides so much value for basically no cost.
No sound is passed through or heard in a 20-foot-radius sphere, and creatures entirely within the sphere are immune to Thunder damage and deafened. Spells requiring Verbal components can also not be cast.
Note: An absurd 95% of spells use the Verbal component, meaning the caster will have little to no options regarding spells when affected by Silence.
Final Thoughts
The School of Illusion has ordinary uses, but if you get creative, you could complete much more.
The Illusion school has the potential for a spellcaster to win battles by merely being present, casting their illusions, or creating utter silence for their Ranger or Rogue.
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