Phantasmal Force

Casting Time: 1 Action
Range: 50 feet
Duration: Concentration, up to 10 minutes

You reach into the mind of a creature within range that you can see, and craft an illusion that takes root in the creature’s thoughts. The target must make a WIS save throw. On a failed save, you create an illusory object, creature or other visible phenomenon of your choice that is visible only to the target for the duration. This spell has no effect upon undead or constructs.

The illusion includes sound, temperature and other stimuli, also evident only to the creature. The illusion can appear to occupy up to 500 cu. ft. or a cube of about 8’ on a side – about the size of a typical large creature.

A target affected by this spell can use its action to try to disbelieve the illusion. When it does so, it makes a WIS check against the spell’s saving throw DC. On a successful check, the spell ends.

While a target is affected by the spell, it treats the phantasm as if it were real. It rationalizes any illogical outcomes from interacting with the illusion. For example: a target attempting to walk across a phantasmal bridge that spans a chasm will fall once it steps onto the bridge. If the creature survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall – it was pushed, it slipped or a strong wind might have knocked it off.

An affected target is so convinced of the phantasm’s reality that it can even take damage for the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid or lava can burn the target. Each round on your turn, you can cause the phantasm to deal 1d6 damage to the target if it is in the phantasm’s area or within 5 feet of it. The damage is of a type appropriate to the illusion. A fire deals fire damage, a monster armed with a longsword deals slashing damage and so on.

Material Components:
A bit of fleece

Phantasmal Force

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