Manipulative Control

Greetings, seekers of arcane mastery. In the mystifying realm of the School of Illusion, we embark on a journey into the heart of Control Spells, where reality becomes the canvas upon which we paint our whims. Within these enchanting incantations, we find the power to shape perceptions, bend minds, and exercise dominion over the illusory landscape.

Control, dear students, is the essence of illusion. It is the magic of influence, compelling the mind to perceive and react as we desire. Control Spells within the School of Illusion enable spellcasters to puppeteer thoughts, direct focus, and dictate how the world is seen.

In the artful domain of control, you shall encounter spells that distract, mesmerize, and manipulate. These illusions allow you to dictate the course of events by shaping the perception of those who witness your magic. Control Spells are the means to make the impossible seem real and to alter the course of fate. Now, let us peer into the mesmerizing world of Control Spells. 

Silent Image: 1st-level

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a bit of fleece)
Duration: Concentration, up to 10 minutes

Picture this: a wizard in the midst of adventure, needing to deceive their foes or beguile their senses. With a wave of their wand and whispered incantations, they conjure forth an image. This image, children, can take many forms – be it an object, a creature, or some wondrous sight – within a 15-foot cube.

But mind you, it is a visual spectacle alone, devoid of any accompanying sounds, scents, or tangible sensations. You see, it is but a shadow of reality, a figment of the imagination brought to life.

The clever wizard can manipulate this illusion, making it dance and sway as they see fit. If it’s a creature, they can make it appear to move, mimicking the grace of life itself.

However, my darlings, it’s an illusion through and through. Should anyone try to touch it, their hand will pass right through. But a keen observer, one who uses their wit, might see through the ruse. With an inquisitive mind and a successful Intelligence check, the illusion can be pierced, revealing the truth beneath.


Silence: 2nd-level

Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 10 minutes

Listen closely, dear ones, for I shall now impart to you the tale of ‘Silence,’ a spell that weaves a cloak of hushed stillness.

Imagine a mage, my young apprentices, in dire need of silence. With a flick of their wrist and whispered incantations, they conjure forth a sphere, a zone of quietude. This sphere, dear children, spans a radius of 20 feet, centered on a point of the mage’s choosing.

Within this sphere, a hush, as deep as the still of the night, reigns supreme. No sound may be born within its bounds, nor pass through them. Thunderous roars and ear-shattering explosions, all silenced as if muzzled.

Creatures nestled within this haven, untouched by the cacophony of the world, become impervious to the clamor of thunder, and yet, they are rendered deaf by the enchantment. Verbal incantations, those spoken words of power, fail to find voice within its confines.

So, my sweet apprentices, ‘Silence’ is a spell of muted tranquility, a sanctuary for those who seek refuge from the noise of the world. But remember, even in silence, magic weaves its own enchanting tale.


Fear: 3rd-level

Casting Time: 1 action
Range: Self (30-foot cone)
Components: V, S, M (a white feather or the heart of a hen)
Duration: Concentration, up to 1 minute

Sit closer, my young listeners, as I recount the tale of ‘Fear’, a spell that taps into the deepest fears of the heart.

Imagine, if you will, a wizard, wise and wily, facing a horde of foes closing in. With a flourish of their staff and a whispered incantation, they cast ‘Fear’. This enchantment conjures forth a specter of terror – a chilling illusion that strikes dread into the hearts of those it touches.

Picture a cone, my dears, a 30-foot cone, stretching out from the wizard. Within this area, creatures must muster their inner strength, for they are about to face their worst nightmares. A test of wisdom, it is. Will they resist the dread that beckons?

Those who fail, my dear ones, are seized by fear. They drop whatever they hold, gripped by the icy hand of fright. Their minds trapped in a nightmare, they become ‘frightened’ for a time.

Now, here’s where the dance of fear truly begins. Frightened creatures must flee, as fast as their feet can carry them, away from the spellcaster. They ‘Dash‘, moving with all haste, seeking escape from the apparition of horror.

Yet, there’s a glimmer of hope, you see. If a frightened soul can break line of sight with the wizard, they can strive to regain their composure. A Wisdom saving throw can snap the illusion’s grip, banishing the nightmare and restoring their courage.


Hypnotic Pattern: 3rd-level

Casting Time: 1 action
Range: 120 feet
Components: S, M (a glowing stick of incense or a crystal vial filled with phosphorescent material)
Duration: Concentration, up to 1 minute

A skilled mage standing at the heart of danger, her staff aloft. With a graceful gesture, she weaves a luminous pattern that dances within a 30-foot cube, ensnaring the gaze of all who lay eyes upon it.

As the colors entwine and ripple, they beckon, ensnaring the senses of any who dare to witness their allure. A test of wisdom, it becomes, as those who behold the pattern must make a choice.

Should their will falter and the wisdom saving throw prove fruitless, they are captivated by the kaleidoscope’s charm. Their minds enchanted, they are rendered incapacitated, their world reduced to a standstill, with their feet locked in place.

But beware, dear listeners, for this enchantment is a fragile one. A single jolt of pain, a spark of damage, or a helping hand can shatter the reverie, breaking the charm and releasing the ensnared.

So remember, my young friends, ‘Hypnotic Pattern’ is a spell that weaves a spellbinding tapestry of colors, captivating those who gaze upon it. Yet, a single touch of reality or the hand of an ally can break the charm, freeing the ensnared from its grasp.


Major Image: 3rd-level

Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a bit of fleece)
Duration: Concentration, up to 10 minutes

A wizard, deep within a mystical forest, raises their staff, whispering incantations to the very air. In response, a breathtaking image springs to life, a creation of pure illusion, filling a space up to 20 feet in every direction.

Now, what sets ‘Major Image’ apart from mere tricks is its astonishing realism. This illusion is complete, my friends. It carries with it not just the visual, but sounds, scents, and even the touch of reality itself. The creature or object within the image breathes, sings, and can even hold a conversation, should the caster desire.

But beware, for while ‘Major Image’ may be a convincing masterpiece, it still remains but a figment of the mind, easily pierced by the keen senses of others. Should someone suspect trickery, a simple examination with sharp intellect can unveil the illusion for what it is. Once seen through, the image loses its grip on the senses, fading into faintness.

Now, here’s a secret for you: With greater mastery, this illusion can become permanent, defying the passage of time itself. In its more enduring form, it is known as ‘Permanent Image‘, a spell beyond the reach of fleeting concentration. But such magic is the province of seasoned spellcasters, known only to those who have mastered their craft.

So, remember well, my friends, ‘Major Image’ is a symphony of sights, sounds, and even scents, limited only by the caster’s imagination. But beware the discerning eye, for illusion, no matter how grand, may yet be uncovered.


Hallucinatory Terrain: 4th-level

Casting Time: 10 minutes
Range: 300 feet
Components: V, S, M (a stone, a twig, and a bit of green plant)
Duration: 24 hours

In the heart of a dense forest, a druid calls upon the forces of nature, whispering ancient words of power. Suddenly, the landscape transforms, becoming a different sort of terrain altogether. What was once a clear path now seems like a treacherous swamp, a rocky hill becomes a gentle meadow, and a deep ravine appears as nothing more than a simple road.

But, my friends, keep in mind that while ‘Hallucinatory Terraincan paint a vivid picture, it doesn’t alter the physical reality. The feel of the ground, the sensation underfoot, remains the same. A careful traveler, upon touching the illusion, may see through the ruse. If they suspect trickery and inspect closely, they can even attempt an Intelligence check to unveil the truth.

Yet, for those who do not scrutinize, the illusion stands as a convincing disguise, making treacherous terrain seem harmless and vice versa. It’s a spell that can turn the tables in nature’s favor or play tricks on those who dare to tread upon its illusions.


Seeming: 5th-level

Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 8 hours

Picture this: a sorcerer, standing amidst a group of adventurers, mutters arcane incantations. Suddenly, those brave souls take on new appearances, as if they were different people entirely.

But beware, for ‘Seeming’ is no trick played lightly. Those who wish to resist this magical masquerade can do so with a strong force of will, for a Charisma saving throw might break the illusion’s hold. However, for those who accept this magical ruse, appearances can change dramatically. One might appear taller or shorter, fatter or thinner, and their clothing, armor, and weapons can transform as well.

Yet, my friends, you must keep in mind that ‘Seeming’ is but a facade. It does not alter the true forms of creatures, nor does it withstand physical scrutiny. If one were to reach out to touch the illusion, their hand would pass through it, revealing the truth. With keen insight and careful inspection, one might even see through the ruse.

So, remember well, dear listeners, ‘Seeming’ is a spell of disguise and illusion. It can change how the world perceives you, but it cannot change the essence of who you are. It is a tool of deception, a mask worn by those who seek to walk unseen among the world’s many faces.


Programmed Illusion: 6th-level

Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a bit of fleece and jade dust worth at least 25 gp)
Duration: Until dispelled

A cunning wizard, standing in a dimly lit chamber, casting an enchantment upon the very air. They create an illusion, one that remains unseen until a specific event comes to pass.

This enchantment, you see, must fit within a 30-foot cube, and the mage decides its behavior and sounds when casting the spell. They script a performance, much like a play, which can last up to 5 minutes. Yet, this illusion slumbers, hidden from view, until the moment the mage has foreseen.

When the chosen event occurs, the illusion springs to life, acting out its predetermined role with grace and precision. Once its performance concludes, it vanishes, resting for a period of 10 minutes before it can be activated again.

The trigger for this magical display can be as simple or complex as the mage desires, relying on visual or audible cues within a 30-foot range. It could activate when a certain phrase is spoken or when an object is moved.

However, one must be cautious, my friends, for the illusion is but a trick of the mind. Physical touch reveals its falsehood, as objects pass through it. A keen observer, by using their action, can see through the illusion with an Intelligence (Investigation) check, discerning the truth and making the illusion’s sounds hollow in their ears.

And so, remember the tale of ‘Programmed Illusion,’ a spell of mystery and intrigue, where hidden performances await their moment in the spotlight, and reality dances with illusion.


Mirage Arcane: 7th-level

Casting Time: 10 minutes
Range: Sight
Components: V, S
Duration: 10 days

Picture a masterful illusionist, weaving a tapestry of deceit across a vast expanse, up to a mile in size. This spell allows them to transform the very land itself, altering its appearance, sounds, smells, and even its feel.

The shape of the terrain remains as it was, my friends, but the illusionist can make open fields look like treacherous swamps, a simple road seem like a perilous crevasse, or a pond take on the visage of a peaceful meadow. Structures, too, can be changed or added, but living creatures remain untouched by this enchantment.

This illusion is a sensory marvel, affecting sight, sound, touch, and scent. It can turn a clear path into a challenging obstacle course or smooth over a treacherous landscape to appear as a safe road. However, beware, for any piece of this illusory terrain, once removed from the spell’s domain, vanishes into thin air.

Now, here’s the twist, my friends. Those gifted with truesight can pierce through this enchantment, revealing the true lay of the land beneath. Yet, all other aspects of the illusion persist, allowing even those who see through it to interact with its false reality.


Project Image: 7th-level

Casting Time: 1 action
Range: 500 miles
Components: V, S, M (a small replica of you made from materials worth at least 5 gp)
Duration: Concentration, up to 1 day

Once upon a time, in the realm of magic and mystique, there existed a spell known as ‘Project Image.’ With this enchantment, a conjurer could craft a lifelike, intangible replica of themselves, which endured for a time.

This illusory twin could materialize at any spot within range that the conjurer had laid eyes upon before, transcending any obstacles in its path. It bore the exact likeness and voice of its creator but was as insubstantial as a wisp of smoke. If, by some unfortunate twist, the illusion suffered harm, it would vanish, and the spell’s effects would cease.

Now, the spellcaster held the reins over this ethereal doppelgänger. With a mere thought, they could set it into motion, allowing it to move at an astonishing pace, gesture, speak, and act as the caster wished. Every nuance, every quirk of the magician’s personality, the illusion mirrored with uncanny accuracy.

Moreover, the caster could peer through the eyes of this spectral twin and eavesdrop on distant sounds as though they stood in its place. Yet, doing so left them blind and deaf to their own surroundings. Such was the price of this mystical insight.

Should anyone attempt to touch the illusion, they would find nothing but air, for it was as intangible as a passing breeze. Only through careful scrutiny, a thorough examination of the illusion, could one unveil its true nature. With an intelligent eye and a keen mind, they might pierce the illusion’s veil, rendering it transparent and hollow to their senses.

Guidance on Using Control Spells

As you venture deeper into the realm of Control Spells, it is essential to use this magic judiciously and responsibly. Control over perceptions should never be exploited for malicious purposes.

  1. Purpose and Intent: Always consider the purpose of your illusions. Are you using them to protect, guide, or entertain? Ensure that your motives are ethical and benevolent.
  2. Ethical Considerations: Respect the boundaries of control. Do not use illusions to manipulate individuals for personal gain or harm.
  3. Revelation of Truth: Be prepared to dispel your illusions when their purpose is fulfilled. Holding onto false perceptions can lead to misunderstandings and consequences.
  4. Consent and Awareness: When using illusions on others, seek their consent when possible. Respect their autonomy and choices.
  5. Accountability: Understand that your illusions may have consequences. Take responsibility for the effects your magic may have on individuals or situations.

With these principles as your guide, you shall navigate the mesmerizing world of Control Spells with wisdom and integrity.

 

In the ever-shifting realm of illusion,

Old Nan