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D&D Illusion Spells

All 29 spells in the Illusion school of magic. Sensory deception — figments and phantoms.

What the Illusion school is built around

Illusion is the school of false perception. The spells don't create real damage or real walls — they create the appearance of damage and walls, and the targets believe them until they don't. Illusion is the cleverest school to play and the easiest to misplay; the table's tone has to support it.

How to use Illusion spells

How to use Illusion spells: lean on the bonus action and reaction casts (Minor Illusion as a cantrip, Mirror Image, Mislead). Major Image and Hallucinatory Terrain are the encounter-shaping options that require buy-in from the DM. The school works best when the table commits to playing the deception, not just rolling Investigation against it.

Signature Illusion picks

Signature picks: Minor Illusion (cantrip), Silent Image (level 1), Mirror Image (level 2), Major Image (level 3), Greater Invisibility (level 4), Project Image (level 7). Illusion Wizards get Improved Minor Illusion — both sound and image at once on a single cantrip.