Phantasmal Force

A
Control

Phantasmal Force is a Control spell. Control spells restrict enemy options through debuffs or denial effects.

See all Control spells →
spell that traps a creature in a believable lie, making it see, hear, and feel a dangerous phantom with
mind-bending deception

Phantasmal Force is a Social Influence spell. Social Influence spells create ways to communicate, persuade, and alter behavior.

See all Social Influence spells →
and
psychic backlash

Phantasmal Force is a Save or Suck spell. Save or Suck spells fall entirely flat if the target succeeds on a saving throw.

See all Save or Suck spells →
.

2024 Rules

Level & School
2nd-level illusion
Casting Time
Action
Range
60 feet
Components
V, S, M (a bit of fleece)
Duration
Concentration, up to 1 minute
Classes
Bard, Sorcerer, Wizard

You attempt to craft an illusion in the mind of a creature you can see within range. The target makes an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other phenomenon that is no larger than a 10-foot Cube and that is perceivable only to the target for the duration. The phantasm includes sound, temperature, and other stimuli.

The target can take a Study action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.

While affected by the spell, the target treats the phantasm as if it were real and rationalizes any illogical outcomes from interacting with it. For example, if the target steps through a phantasmal bridge and survives the fall, it believes the bridge exists and something else caused it to fall.

An affected target can even take damage from the illusion if the phantasm represents a dangerous creature or hazard. On each of your turns, such a phantasm can deal 2d8 Psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm. The target perceives the damage as a type appropriate to the illusion.

2014 Rules

Level & School
2nd-level illusion
Casting Time
Action
Range
60 feet
Components
V, S, M (a bit of fleece)
Duration
Concentration, up to 1 minute
Classes
Bard, Sorcerer, Wizard

You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.

The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.

The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.

While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall; it was pushed, it slipped, or a strong wind might have knocked it off.

An affected target is so convinced of the phantasm’s reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.

Phantasmal Force 5.5e 2024 vs. 5e 2014 edition differences

Damage changed from 1d6 psychic to 2d8 psychic, and the old immunity for undead and constructs is gone. The damage clause is also narrowed to a phantasm that represents a dangerous creature or hazard.

Phantasmal Force popularity

Phantasmal Force is a commonly chosen level 2 spell. Choosing it adds an established option to your spellbook.

Spells similar to Phantasmal Force

  • Phantasmal Killer 4th-level illusion

    It also creates a terrifying, mind-targeted illusion that deals psychic harm over time and requires concentration to maintain.

  • Major Image 3rd-level illusion

    This spell builds a prolonged, detailed illusion that you shape and manipulate, serving many of the same deceptive tactics even though others can perceive it.

  • Silent Image 1st-level illusion

    A lower-level illusion that creates convincing sensory phenomena for tactical deception and staging, useful for tricking a single target or group.

  • Suggestion 2nd-level enchantment

    Like the target spell, it manipulates a single creature's mind with a saving throw and is chosen for social or tactical control rather than direct area damage.

  • Dissonant Whispers 1st-level enchantment

    It targets one creature's mind to inflict psychic damage and force a behavioral response, making it a common alternative for single-target mental effects.