5e SRD >Spells >

Hallucinatory Presence

2nd-level illusion

Casting Time:1 Action

Range:60 feet

Components:V, S, M (a pinch of talcum powder)

Duration:Concentration, up to 1 minute

You craft a hallucination that is no larger than a 10-foot cube for a single target that you can see within range. The target must make an Intelligence saving throw. On a failed save, the hallucination embeds itself deep within the conscious of the creature. The hallucination is only perceptible to the creature sight, sound, smell, and even temperature.

The creature treats the hallucination as real and cannot be dissuaded otherwise, even rationalizing any inconsistencies that may cause it harm. The target can even take harm from the hallucination as the depth of the belief weaves with the threads of Vaya. Burning flames cause the target to believe it is being burned, the claws of a beast rend the target. The damage caused to the target is psychic.

Each round on your turn, the hallucinatory presence causes 1d6 psychic damage to the target while it remains within 5 feet of the hallucination, provided the hallucination is of a creature or a hazard that could logically cause harm if it were real.

The target can use its action to determine whether the hallucination is real by succeeding on an Intelligence saving throw. This spell has no effect on undead creatures or constructs.

Section 15: Copyright Notice

Cloak & Coin Campaign Setting Copyright 2021. Red Turban Press, Inc. Authors: Laljit Sidhu, Bjorn Dingeldein, Jon Giordano

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