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Programmed Illusion

Illusion
Level: 6th-level
Casting Time: 1 action
Range: 120 feet
Duration: Until dispelled
Components: V, S, M
Materials: A bit of fleece and jade dust worth at least 25 gp.

You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes. When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again. The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

Spell Details

School: Illusion
Level: 6
Ritual: No
Concentration: No
Classes: Bard, Wizard
B-Tier Powerful utility and control tool outside combat, but limited offensive potential in active encounters due to setup requirements and illusion vulnerabilities.

Player Guide

Programmed Illusion excels as a defensive or preparatory tool—create a frightening phantom guardian at your tower entrance, a false wall blocking a corridor, or an illusory treasure to distract enemies. The key is setting triggers that enemies will naturally encounter (footsteps, opening doors, speaking a word). Use it before combat when possible; once combat starts, enemies may make saves or act before the illusion activates. Combine with environmental control and misdirection for maximum psychological impact.

DM Tips

Programmed Illusion can create memorable trap encounters, but remember illusions fail against non-visual senses and dispel-magic ends them instantly—use against parties that rely on visual perception. Balance this spell carefully in player hands: it enables powerful ambush scenarios and social engineering, so clarify trigger mechanics early to prevent abuse.