Greetings, seekers of arcane mastery. Within the enchanting realm of the School of Illusion, we embark on a journey into the realm of Damage Spells, where reality and illusion blur into a potent force. These spells defy the expectations of foes and leave them vulnerable to their own misconceptions. Join us as we unravel the art of Illusionary Assault.
Damage Spells within the School of Illusion offer a unique blend of trickery and force. They create illusions so vivid that they become real to the senses, causing physical harm, confusion, or chaos. Illusionary wounds can be as dangerous as those inflicted by conventional magic, making these spells a formidable arsenal.
In the realm of Damage Spells, you shall encounter incantations that skew perceptions, confound foes, and render them helpless. These illusions serve as both sword and shield, allowing you to attack with deceptive ferocity and protect yourself with illusory defenses. Now, let us delve into the captivating world of Damage Spells.
Phantasmal Force: 2nd-level
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a bit of fleece)
Duration: Concentration, up to 1 minute
Once upon a time, in the realm of magic, there existed a spell known as ‘Phantasmal Force.’ It was a spell of the mind, a weaving of illusions so convincing, they could twist reality itself for a single soul.
Picture this: a skilled wizard, a master of the arcane arts, standing before a creature of flesh and blood. This creature, unknowing, unsuspecting, suddenly became the target of the wizard’s mysterious power. With a wave of their wand and a flicker of their thoughts, a realm of illusion was cast upon the creature’s mind.
First, the creature had to test its intellect, summoning its mental fortitude to resist the spell. If it faltered, if its mind succumbed, the wizard’s illusion would take hold.
What did the illusion create, you ask? It could be anything within the wizard’s imagination, but never larger than a 10-foot cube. A fearsome beast, a treasure chest brimming with gold, or even a fearsome pit of fire – all were possible. To the one ensnared, these illusions felt real. The phantom sounds, the illusory heat or cold, all sensations became vivid and inescapable.
Yet, there was a glimmer of hope for the victim – a chance to see through the illusion. By concentrating and using their intellect, they could attempt to pierce the veil with an Intelligence check. If their will was strong enough and their insight keen, they might break free from the spell’s grip.
While trapped in the illusion, the creature’s mind played tricks on itself. It rationalized the fantastical, making sense of the impossible. If it found itself walking on thin air across an illusionary bridge, it would convince itself that other forces caused its stride to falter.
And here’s the twist: the illusions could harm. A beast could attack, a fire could burn, even though they existed only in the mind. Each round, as the illusion persisted, it could deal 1d6 psychic damage, just as real as if it were physical. The mind perceived the damage in a form that fit the illusion, like being burned by illusory flames or bitten by imaginary creatures.
Thus, ‘Phantasmal Force’ was a spell that played tricks on the senses, challenging the boundaries of reality and imagination, ensnaring the minds of those who crossed paths with its magic.
Shadow Blade: 2nd-level
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
Once upon a moonlit night, there was a spell known as ‘Shadow Blade,’ a mysterious enchantment that wove the very essence of shadows into a sword of darkness.
Imagine a skilled sorcerer, standing in the moon’s pale glow, whispering ancient incantations. From the depths of shadow, they summoned a weapon—a blade made not of steel but of pure gloom. This shadowy sword was no ordinary weapon; it was a creation of magic itself.
The sword, you see, was as light as a feather and sharp as a serpent’s fang. It danced through the air with finesse, and in the hands of its creator, it became a deadly instrument. With a swift strike, it could deal 2d8 psychic damage to any foe.
But the sword had more than one trick hidden within its shadowy form. It was as nimble as a whisper, allowing its wielder to strike with advantage when bathed in dim light or cloaked in darkness. It could even be thrown, finding its mark up to 60 feet away.
However, there was a catch. The shadowy blade was a fleeting creation, and it had its limits. If dropped or thrown in battle, it would vanish at the end of the wielder’s turn. Yet, the enchantment was kind, allowing its creator to summon the blade back with a mere thought as long as the spell endured.
As the sorcerer grew in power, so did the shadowy blade. When cast with higher-level magic, its damage increased, turning it into an even more formidable weapon. With a 3rd- or 4th-level spell, it dealt 3d8 damage. At the 5th- or 6th-level spell, it unleashed 4d8 damage. And when cast with the might of a 7th-level spell or higher, it became a true terror, dealing a devastating 5d8 damage.
Such was the tale of ‘Shadow Blade,’ a spell that let wizards wield the darkness itself as a weapon, a weapon that struck true in the embrace of shadows.
Phantasmal Killer: 4th-level
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
Picture this: a wise wizard, staff in hand, gazing upon a troubled soul. With a wave of their hand and a whispered incantation, they tapped into the hidden fears of their target. And what happened next was a marvel.
A creature, once fearless, suddenly found itself trapped in a waking nightmare. The world around them twisted and contorted, for what they saw was an illusion, a manifestation of their deepest and darkest fears. Only they could perceive this terrifying vision.
But how did it work, you ask? Well, the creature had to summon every ounce of its willpower and face its fears. With a mighty Wisdom saving throw, they could resist succumbing to the fear. If they succeeded, the spell’s grip would loosen, and the illusion would vanish.
But, there was a twist. You see, the nightmare didn’t end there. At the end of every turn, before the spell’s grip faded, the creature had to face its fear again with another Wisdom saving throw. Failure meant suffering, as they endured 4d10 psychic damage, the pain a manifestation of their terror.
The spell wasn’t without its secrets, for as the wizard grew in power, so did ‘Phantasmal Killer.’ With a 5th-level spell slot or higher, the damage inflicted upon the victim increased by an additional 1d10 for each level above the 4th.
Dream: 5th-level
Casting Time: 1 minute
Range: Special
Components: V, S, M (a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird)
Duration: 8 hours
This enchantment allowed a caster to reach out and touch the slumbering thoughts of another.
A kind-hearted mage, seeking to convey a message to a friend or perhaps a dire warning to a sworn enemy. With this spell, they could connect with a creature they knew, one that rested on the same plane of existence. It was important to note that those who didn’t sleep, like the ever-watchful elves, remained beyond the spell’s reach.
The magic unfolded like this: The mage or a willing companion would enter a trance, becoming a messenger of dreams. In this state, they retained awareness of their surroundings but were unable to take any actions or move about.
Now, if the chosen target slumbered peacefully, the messenger would appear in their dreams. They could converse as long as the dreamer remained asleep, throughout the spell’s duration. Moreover, the messenger had the power to shape the dream world itself, crafting landscapes, objects, and vivid images. If need be, the messenger could end the connection prematurely. When the dreamer awoke, they remembered the dream with perfect clarity.
But what if the target was awake at the spell’s casting? The messenger knew instantly and had two choices: end the trance and the spell or patiently wait until the target drifted into slumber, appearing in their dreams.
However, there was a darker twist to ‘Dream.’ The messenger could take on a terrifying form in the dream, and if they did, they could deliver a short message, no more than ten words, before invoking fear. The dreamer had to muster their inner strength, making a Wisdom saving throw. Failure brought forth a nightmarish ordeal, a phantom horror that haunted their entire sleep. This dread-filled nightmare left them unrested, offering no benefit from the rest, and when they awoke, they suffered 3d6 psychic damage.
But here’s the secret: If the caster possessed a part of the target’s body, like a lock of hair or a nail clipping, the dreamer faced even greater odds. Their saving throw was made with disadvantage, making the nightmare even more harrowing.
And that, dear ones, is the tale of ‘Dream,’ a spell that wove the fabric of dreams and shaped the destiny of those who dared to sleep.
Mental Prison: 6th-level
Casting Time: 1 action
Range: 60 feet
Components: S
Duration: Concentration, up to 1 minute
This powerful magic aimed to ensnare a creature within the confines of an illusory prison, a prison that only they could perceive.
Now, picture this: A daring sorcerer, facing a formidable adversary, decided to employ this spell. They singled out one creature within their sight, one with whom they shared a tense confrontation. However, it was important to note that creatures immune to charms could not fall under this spell’s influence.
The enchantment unfurled as follows: If the intended creature possessed a strong will and managed to resist the spell, they would still endure a measure of psychic torment, suffering 5d10 psychic damage. In this case, the spell would promptly come to an end.
But, should the creature fail to resist, they too would suffer the same psychic damage, a whopping 5d10. Moreover, the caster would weave an illusionary tapestry around the target’s immediate surroundings. This illusion took various forms, perhaps resembling a ring of scorching flames, a horde of menacing razors suspended in the air, or nightmarish jaws filled with gnashing teeth. Regardless of its appearance, this illusion rendered the creature blind and deaf to the outside world and left them restrained for the duration of the spell.
Now, should the creature manage to move outside the illusion, attempt a melee attack through it, or extend any part of their body beyond its boundaries, a terrible fate awaited them. They would endure a searing 10d10 psychic damage, and the spell’s hold would vanish.
Illusory Dragon: 8th-level
Casting Time: 1 action
Range: 120 feet
Components: S
Duration: Concentration, up to 1 minute
Once upon a time, in the land of mystic arts and hidden wonders, a spell known as ‘Illusory Dragon’ existed. It was a spell that summoned a magnificent, shadowy dragon born from the threads of the Shadowfell. This dragon, though illusory, was grand in scale, filling a Huge space, and it behaved as if it were a living creature.
Now, imagine this: A brave spellcaster, facing down their adversaries, decided to invoke this spell. When the illusionary dragon manifested, a peculiar thing happened. It sent a shiver down the spines of any foes who laid eyes upon it. These enemies had to muster their inner strength and wisdom. If they couldn’t resist the dragon’s terrifying presence, they’d become frightened, their fear lasting for a whole minute.
However, there was hope for the frightened souls. If they managed to escape the dragon’s gaze, the spell’s grip on their fear might loosen, and they could shake off their dread.
The spellcaster, in control of this shadowy beast, could move it around as a bonus action, guiding it with their will. As it moved, the dragon had a special trick up its spectral sleeve. At any point during its journey, it could exhale a powerful breath, unleashing a devastating energy attack in a 60-foot cone.
The spellcaster could choose the type of damage the breath would inflict, whether it be acid, cold, fire, lightning, necrotic, or poison. Creatures caught in the breath’s path would need to muster their intellect to avoid the full brunt of the damage, making an Intelligence saving throw. Failure meant taking 7d6 damage of the chosen type, while success halved the harm.
Now, here’s the twist. The illusionary dragon was unique among illusions. It was tangible, meaning that it was as real to touch as any living creature. However, it possessed an innate magic that made it immune to harm and resistant to all manner of effects. Even attacks aimed at it would miss their mark, and it could not be harmed in any way.
But there was a secret that keen observers could uncover. A creature, wise and cautious, could use its action to carefully inspect the dragon. With an Intelligence (Investigation) check against the spellcaster’s magic, they might just see through the illusion and gain an advantage against the dragon’s breath attack.
And so, the ‘Illusory Dragon’ spell wove a tale of a fearsome, shadowy ally that could both terrify and devastate, but only to those who couldn’t unravel its secrets.
Guidance on Using Control Spells
As you explore the world of Damage Spells, remember the delicate balance between illusion and reality. While these spells can inflict harm, they are born from deception.
- Intention: Always consider your intentions when using Damage Spells. Ensure that your motives are just and that your illusions serve a greater purpose.
- Awareness: Be mindful of the illusion’s limits and capabilities. Exploit the element of surprise and confusion to your advantage.
- Revelation: Understand when to reveal the truth behind your illusions. Timing is key to maximize the effectiveness of your spells.
- Ethical Use: Do not misuse your illusions to cause undue harm or sow chaos without reason. Act with responsibility and restraint.
- Study and Adapt: Learn from the outcomes of your spells and adapt your tactics accordingly. The art of illusion is ever-evolving.
With these principles as your guide, you shall navigate the beguiling world of Damage Spells with finesse and responsibility.
In the realm where illusion wields both sword and shield,
Old Nan