Phantasmal Force D&D 5th Edition

level 2 – Illusion

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a bit of fleece)
Duration: up to 1 minute
Saving Throw: Wisdom Negates
Concentration: Yes

Basically, you do craft an illusion which takes root in the mind of the creature which you can see within a range. The target should make an intelligence saving throw. On a failed save and also you can create the phantasmal object, creature, or else some other visible phenomenon depends upon your selection which is not larger than a 10-foot cube and also which is perceivable only to a specific target for a particular duration. However this spell has none of the effects on an undead or constructs.

phantasm would include the sound, temperature and also the some other stimuli but also evident only to the creature. The specific target able to use its action for being examine a phantasm with an Intelligence (Investigation) check which is against to the spell save DC. Also if that specific checks would be succeeded, then the target realizes where the phantasm is almost an illusion and the spell will be end.

During the target has been affected by a spell, then the target would treat the phantasm like if it was original one. The target also rationalizes any of the illogical outcomes from an interacting by the phantasm. For an example, the target would be attempting to a walk across a phantasmal bridge which would span the chasm fall once it would be step onto a bridge. Of course if a target survives the fall, and then it still believes where the bridge exists and also comes up by some of the other explanation for its fall – it was pushed, it slipped, or else a strong wind might have knocked it off.

Usually, an affected target is so much convinced of a phantasm’s reality which it can even take the damage from an illusion. Of course the phantasm created to be appear like a creature able to attack the target. Simultaneously, the phantasm created to be appeared like fire, a pool of acid or even a lava could burn the target.

Each and every round on your turn, the phantasm could be dealt with 1d6 psychic damage to the specific target when if it is in the phantasm’s area or else within 5 feet of a phantasm, provided where the illusion is of a creature of the hazard which could logically deal with the damage, usually by attacking. The target can perceives a damage like a type appropriate to the illusion.

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