Major Image

 

Effects

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench).   As long as you are within 4 tiles of the illusion, you can use your action to cause the image to move to any other spot within 4 tiles of the original placement. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.   Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that examines the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.   Only one Major Image may be maintained by a caster at a given time. The cost of this spell may be tripled to make it permanent until dispelled. This spell still counts against the maximum number of persistent spells that can be maintained.
Level
Adept
Related School
Illusion
Effect Casting Time
1 Action
Effect Duration
10 Minutes
Material Components
Verbal, Somatic
Cost
  • Medium Component Pouch