Phantasmal Force 5e [Features And Explanation]

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phantasmal force 5e

Class Features

School:

Illusion

Range:

60 feet

Save:

Intelligence

Duration:

Concentration, up to 1min

Components:

V, S, M (a bit of fleece)

Damage Type:

Acid, Fire, Psychic

Level:

2

Casting Time:

1 Action

Classes Using Phantasmal Force 5e Spells

What do the Phantasmal Force 5e Spells Do?

Casting Phantasmal Force 5e will create an illusion that takes root within a creature's mind that is present within your sight range. The target must protect itself by making an Intelligence saving throw. In case it failed to save, you create a phantasmal object, creature, or other visible phenomena of your choice that's no larger than a 10-foot cube, which is perceivable only to the target for a certain duration. This spell does not work and has no effect on undead or constructs. 

The phantasm sources include sound, temperature, and other stimuli, also evident that it will be visible only to the creature. The target can use its action to look at the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check is succeeded, the target realizes that the phantasm is an illusion, and therefore the spell ends.

While a target is suffering from the spell, the target treats the phantasm as if it were real. If the target tries to mitigate any illogical outcomes from interacting with the phantasm, for instance, a target attempting to steer across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the autumn, it still believes that the bridge exists and comes up with another explanation for its fall—it was pushed, slipped, or a robust wind may have knocked it off.

The affected target is so convinced of the phantasm's reality that it can even take damage from the illusion. A phantasm created to seem like a creature can attack the target. Similarly, a phantasm created to seem like fire, a pool of lava or acid can burn and damage the target.

Each round of your turn, the phantasm can deal 1d6 psychic damage to the target if it's within the phantasm's area or within 5 feet of the phantasm, as long as the illusion is on the creature or hazard that would logically deal damage, like by attacking. The target perceives the damage as a kind appropriate to the illusion.

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