Illusion magic demonstrates the power of appearances. InDungeons & Dragons, the Illusion School blends in the fake with the real. With the right skill, an Illusionist can overwhelm the mind with their fake creations. As such, illusionists range from tricksters and entertainers to sinister magicians that use their skills for personal gain.

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Weird

D&D 5eoffers a wide range ofIllusion Spellsthat make great additions to a Spellcaster’s repertoire. Some Illusion Spells outclass the deadliest magics. A simple illusion can end battles before they even begin.

Updated on July 12, 2025 by Rhenn Taguiam:Players ofDungeons & Dragonswill likely be eager to face the Dragon Queen Tiamat in the upcoming Shadow Of The Dragon Queen adventure book in late 2022. However, players who plan on embarking on this journey might want to ensure they have the right tools for their arsenal to fight the five-headed dragon goddess.

Illusory Dragon

Among their options are a plethora of powerfulIllusion Spellsthat could distract her far long enough for the party to dish out their most powerful attacks. Included among these recommended Illusion Spells are illusions too powerful they could be almost real, or extremely improved versions of otherwise-mundane illusory magic.

Weird (9th Level)

Accessible only to the studious Wizard, an Illusionist skilled enough in the mystic arts could useWeirdto tap into the minds of creatures within a 30-foot-radius sphere within 120 feet. Taking advantage of their innate fears, Weird forces creatures in the sphere to make a Wisdom Save or be frightened with the greatest fears that exist inside their head.

The flavor text alone can make Weird such a terrifying notion, especially when dropped in the middle of an enemy army. Not only that, all frightened creatures also take 4d10 Psychic Damage on each of their turns until they finallysucceed the Wisdom Savewithin the 1-minute limit of the Spell.

Mirage Arcane

Illusory Dragon (8th Level)

Wizards know better than to bother trying to have a dragon submit to their will. With high-enough mystic power, a Wizard can castIllusory Dragonto conjure their own dragon to do their bidding, albeit illusory in nature. Wizards can do this within an unoccupied space, summoning shadows from the Shadowfell tocreate a deadly dragon illusion.

Enemies seeing the dragon need to make a Wisdom Save or be frightened for up to an entire minute. However, this illusion isn’t just for show. The Wizard can actually make the illusion move up to 60 feet and even unleash a 60-foot cone blast against foes!

Project Image

Mirage Arcane (7th Level)

One of the more long-lasting illusions,Mirage Arcanecan affect up to a square mile worth of terrain for up to 10 days. This is extremely large for an area, considering that Mirage Arcane can make this area feel, smell, sound, and look like another kind of terrain.

While the terrain itself retains its general shape, its “appearance” andperception in the minds of otherscould take the appearance of a hill, swamp, or even impassable terrain. This Spell won’t be able to add, conceal, or disguise creatures, however. Interestingly, since this Spell can affect the senses, seemingly-ordinary terrain could become difficult terrain throughout the duration. Even Truesight won’t dispel the illusion - only allow the user to acknowledge its existence.

Simulacrum

Project Image (7th Level)

Bards and Wizards with access toProject Imagecan tap into their innate magical abilities tocreate an illusory copyof themselves. Not only that, this copy can appear in a location the user has seen before, provided it’s within 500 miles. This illusion looks and sounds like the user, but it would be intangible.

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Mental Prison - 5e Best Illusion Spells

Not only that, but the illusion can move up to twice the user’s original speed while still behaving and speaking the same way as the user. Interestingly enough, users of the spell can “switch” senses with the illusion, allowing them to perceive events in a faraway area as themselves. When people make a successful Investigation (INT) check, they can discern that the user’s copy is an illusion, but only direct damage will destroy it.

Simulacrum (7th Level)

With the above components, a Wizard can “shape” the ingredients into an illusory duplicate of a humanoid or beast within the range of the Spell. This duplicate can be affected as a normal creature, and therefore take the same kinds of actions as the original. However, it possesses only half the creature’s HP and won’t have equipment.

ThisSimulacrumwill bean ally to the caster and assigned creatures. This duplicate also moves according to the caster’s wishes, although it won’t be able to learn and become more powerful. Unfortunately, this meant it can’t regain any used Spell Slots. However, if the duplicate is damaged, the Wizard is capable of repairing it. The crazy part about this Spell is how the duplicate is only destroyed when it reaches 0 HP - but until then, the Spell ends only if the Wizard casts it again.

Blur - 5e Best Illusion Spells

Mental Prison (6th-Level)

It’s often said that people make their own worst nightmares, andMental Prisondemonstrates that. When cast, the target immediately takes 5d10 Psychic Damage and must make an Intelligence Save. On a success, the Spell ends. However, on a failure, the creature perceives its surroundings as dangerous. Moreover, the target can’t hear or see anything beyond the illusory prison for the duration.

Any attempts to get past the Mental Prison will break the Spell, whether the target is moved out, reaches through it, or attacks it. However, the target will have to 10d10 Psychic Damage to fully escape. With its sheer destructive power, a Mental Prison is a horrible way to kill a powerful boss.

Major Image - 5e Best Illusion Spells

Blur (2nd-Level)

An Illusionist with sufficient skill can make their body look like a blur to anyone who perceives them. In combat, this makes them extremely hard to spot and hit. Mechanically speaking,Blurimposes Disadvantage to Attack Rolls against the caster. However, this Spell won’t affect individuals who don’t need to use sight (e.g., with Blindsight) or can see past illusions (e.g., with Truesight).

While not as powerful as a defensive option, it still works wonders in emergencies. The Concentration caveat won’t leave much room for other activities. However, this can be a lifesaver against powerful melee foes.

Hypnotic Pattern - 5e Best Illusion Spells

Major Image (3rd-Level)

When a Spellcaster castsMajor Image, they can create any visible phenomenon (creatures, objects, etc.) that can fit in a 20-foot cube. Within range, the caster can “move” the image to another spot. The only thing that reveals its illusory properties would be physical touch, as everything passes through it. Creatures need to make an Investigation (INT) Check versus the caster’s Spell Save DC to know the phenomenon is an illusion.

Despite its fickle nature, Major Image can become a huge asset. The need to physically touch the illusion and make a check to discern its true nature can give the party a lot of time to do other actions.

Invisibility - 5e Best Illusion Spells

Hypnotic Pattern (3rd-Level)

A more advanced spell in the Illusionist’s repertoire,Hypnotic Patterncreates a swirl of colors that fits a 30-foot cube. The Pattern will only appear and dissipate in an instant, forcing all creatures in said area to make a Wisdom Save. Those who fail will be instantly Charmed for the duration, and can’t move as they’re incapacitated. However, a creature snaps out of the Spell if they take damage or if another creature shakes them.

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Hypnotic Pattern is a safe way to stop escalating tensions. Thanks to this action, Spellcasters have an easier way of stopping a fight before they get worse. If creatures do break the spell, they make easy pickings for the rest of the party while other enemies stay incapacitated.

Invisibility (2nd-Level)

One of the more straightforward Illusion Spells,Invisibilitytransforms the Spellcaster’s target into an invisible creature, alongside everything they’re carrying or wearing. However, the invisibility does dissipate when the target casts a Spell or attacks anyone. A Spellcaster can increase their number of targets for each higher-level Spell Slot used.

Invisibility is a great asset for reconnaissance. Moreover, there aren’t a lot of opportunities to break Invisibility on the player’s part. Players may get a free pass on Invisibility’s offensive potential with polymorph effects, and even a Dragonborn’s natural breath weapon.