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 Terrain‘ can 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