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Phantom Steed

Illusion
Level: 3rd-level
Casting Time: 1 minute
Range: 30 feet
Duration: 1 hour
Components: V, S

A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed. For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.

Ritual

Spell Details

School: Illusion
Level: 3
Ritual: Yes
Concentration: No
Classes: Ritual Caster, Wizard
A-Tier Exceptional utility for mobility, scouting, and out-of-combat transportation with minimal resource cost.

Player Guide

Use Phantom Steed primarily for exploration, reconnaissance, and positioning rather than combat—the steed cannot attack and is immobile if you dismount. Cast it before combat to establish superior positioning or use it to scout ahead safely since the steed vanishes if you take damage. The spell's real value lies in bypassing terrain obstacles, crossing hazardous ground, and enabling hit-and-run tactics with spellcasters who can cast while mounted.

DM Tips

Clarify whether the steed can traverse difficult terrain or hazards (the spell doesn't specify); most DMs rule it moves normally across most surfaces but cannot swim. Be cautious allowing Phantom Steed in crowded indoor spaces—its Large size may create positioning issues.