Where do I begin with illusion magic? No, it would take too long. I will sum up.

I would like for players to choose illusion spells because they are cool. It seems like evocation gets the most play, up there with necromancy (if not for the fact necromancy usually gets borked).

I would play a great illusionist wizard. In part, because I know something about stage performance, misdirection, and audience expectations.

As a matter of fact, I’ve gotten a lot of mileage out of the relatively few illusion spells my characters have used over the years. And yet…

I would still be saddened and annoyed by the typically harmless nature of most illusion spells. COME ON! Fourth Edition made psychic a damage type! What’s the hold up? SIGH

So, long story short. I have created a school of illusion magic cobbled together from a few of the best spells, a few of the cool spells, and a few spells stolen from other schools entirely.

Don’t look at me! Maze was on the AD&D illusionist spell list!

Oh, and I’ve also made every illusion spell require an Intelligence saving throw. Because illusions fool the senses. You don’t Wisdom your way out of an illusion, you disbelieve it.

And reason is a function of Intelligence, come on! Wizards should be the best at seeing through illusions, not priests! MASSIVE frowny face.

If you’re one of those silly people who agreed with 3e that fear spells belong in the necromancy school, shut up and go away. Illusion is AWESOME. As in, makes pee come out of you.

Also, once you realize that time is an illusion and Time Stop should always have been in the illusion school, you will never accept it being in another school. Especially not Transmutation.


PRESTIDIGITATION
Illusion cantrip
Casting Time: 1 action
Range: 10 feet
Components: verbal, somatic
Duration: up to 1 hour

Effect: You perform a minor magical trick as a novice spellcaster might use for practice. You create one of the following effects within range:

* A harmless sensory effect such as a puff of smoke, an unpleasant smell, a few bars of music, or a flash of light.
* You cause a lightweight, palm-sized object, such as a coin or playing card, to appear or disappear from your hand.
* You instantaneously light or snuff out a torch, candle, or small campfire.
* You cause up to 1 cubic feet of material per round to become clean or soiled.
* You chill, warm, or flavor up to 1 cubic foot of nonliving material per round.
* You create a nonmagical trinket or minor illusory image that can fit in your hand and lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to the non-instantaneous effects active at the same time, and you can dismiss such an effect as an action.


DETECT MAGIC
1st-level illusion
Casting Time: 1 action
Range: self
Components: verbal, somatic
Duration: concentration, up to 10 minutes

Effect: For the duration, you can sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you may learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.


INVISIBILITY
2nd-level illusion
Casting Time: 1 action
Range: touch
Components: verbal, somatic
Duration: concentration, up to 1 hour

Effect: Your touch causes a creature to become invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell immediately ends for a target that attacks or casts a spell.

Higher levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.


FEAR
3rd-level illusion
Casting Time: 1 action
Range: self (30-foot blast)
Components: verbal, somatic
Duration: concentration, up to 1 minute

Effect: You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot blast makes an Intelligence saving throw. On a failed save, a target drops whatever it is holding and is frightened for the duration.

While frightened by this spell, a creature must take the Dash action and move away from you on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature makes another Intelligence saving throw. If it succeeds, the spell ends for that creature.


PHANTASM
4th-level illusion
Casting Time: 1 action
Range: 60 feet
Components: verbal, somatic
Duration: concentration, up to 1 minute

Effect: Your spell evokes the deepest fears of a creature you can see within range. The target makes an Intelligence saving throw. If it fails, it is frightened for the duration.

While frightened by this spell, the creature takes 4d10 psychic damage at the start of each of its turns. It can attempt a new Intelligence dabbing throw at the end of its turn. If it succeeds, the spell ends.

Higher levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.


MISLEAD
5th-level illusion
Casting Time: 1 action
Range: self
Components: somatic
Duration: concentration, up to 1 hour

Effect: You become invisible at the same time that an illusory double of you appears where you are standing. Your double lasts for the duration, but the invisibility ends if you attack or cast a spell.

You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.

On each of your turns as a bonus action, you can switch from using your senses to using the senses of your double, or back again. You can see through its eyes and hear through its ears as if you were located where it is. While you are using its senses, you are blinded and deafened in regard to your own surroundings.


TRUE SEEING
6th-level illusion
Casting Time: 1 action
Range: touch
Components: verbal, somatic
Duration: 1 hour

Effect: Your touch enables a willing creature you touch to see things as they truly are. For the duration, the target can see invisible objects and creatures, notices glyphs, magical traps, and secret doors hidden by magic, and can see into the Ethereal Plane, all to a range of 60 feet. Additionally, if the target has darkvision, it can see through magical darkness.

True seeing does not enable the target to see through mundane disguises or obstacles, nor to see through solid objects. True seeing reveals the nature of creatures disguised with magic like polymorph, but specifically does not reveal the nature of a shapechanger.


SIMULACRUM
7th-level illusion
Casting Time: 12 hours
Range: touch
Components: verbal, somatic, material
Duration: instantaneous

Effect: You fashion an illusory duplicate of one humanoid or beat that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from a composite of material such as straw, snow, or mud, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature’s hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates.

The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never gains experience, nor increases its level or other abilities. It also cannot regain expended spell slots.

The simulacrum lasts until it drops to 0 hit points, at which point it reverts to its component materials instantly. If you cast this spell again, any currently active duplicates you created with this spell are instantly destroyed.


MAZE
8th-level illusion
Casting Time: 1 action
Range: 60 feet
Components: verbal, somatic
Duration: concentration, up to 10 minutes

Effect: You banish a creature you can see within range to a labyrinthine demiplane. The target is removed from play and remains there for the duration or until it escapes the maze.

At the end of each of the target’s turns, it makes an Intelligence saving throw. If it succeeds, it escapes and the spell ends. When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.


TIME STOP
9th-level illusion
Casting Time: 1 action
Range: self
Components: verbal
Duration: instantaneous

Effect: You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.

This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.