TEXT:  
   
  Blur 
  2 
  self 
  Concentration, up 
  to 1 minute 
  V 
  1 action 
  Self 
  Your body becomes blurred, shifting and wavering to all who 
  can see you. For the duration, any creature has disadvantage 
  on attack rolls against you. An attacker is immune to this effect 
  if it doesn’t rely on sight, as with blindsight, or can see through 
  illusions, as with truesight. 
  
   
   
  Disguise Self 
  1 
  self 
  1 hour 
  V, S 
  1 action 
  Self 
  You make yourself—including your clothing, armor, weapons, 
  and other belongings on your person—look different until the 
  spell ends or until you use your action to dismiss it. You can 
  seem 1 foot shorter or taller and can appear thin, fat, or in 
  between. You can’t change your body type, so you must adopt a 
  form that has the same basic arrangement of limbs. Otherwise, 
  the extent of the illusion is up to you. The changes wrought by 
  this spell fail to hold up to physical inspection. For example, if 
  you use this spell to add a hat to your outfit, objects pass through 
  the hat, and anyone who touches it would feel nothing or would 
  feel your head and hair. If you use this spell to appear thinner 
  than you are, the hand of someone who reaches out to touch you 
  would bump into you while it was seemingly still in midair. To 
  discern that you are disguised, a creature can use its action to 
  inspect your appearance and must succeed on an Intelligence 
  (Investigation) check against your spell save DC. 
  
   
   
  Dream 
  5 
  creature 
  8 hours 
  V, S, M  
  (a handful of sand, a dab of ink, and a writing quill 
  plucked from a sleeping bird) 
  1 minute 
  Special 
  This spell shapes a creature’s dreams. Choose a creature known to you as the target of this spell. The 
  target must be on the same plane of existence as you. Creatures that don’t sleep, such as elves, can’t be 
  contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a 
  messenger. While in the trance, the messenger is aware of his or her surroundings, but can’t take 
  actions or move. If the target is asleep, the messenger appears in the target’s dreams and can 
  converse with the target as long as it remains asleep, through the duration of the spell. The messenger 
  can also shape the environment of the dream, creating landscapes, objects, and other images. The 
  messenger can emerge from the trance at any time, ending the effect of the spell early. The target 
  recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the 
  messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, 
  at which point the messenger appears in the target’s dreams. You can make the messenger appear 
  monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more 
  than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of 
  the phantasmal monstrosity spawn a nightmare that lasts the duration of the target’s sleep and 
  prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it 
  takes 3d6 psychic damage. If you have a body part, lock of hair, clipping from a nail, or similar 
  portion of the target’s body, the target makes its saving throw with disadvantage. 
  
   
   
  Greater Invisibility 
  4 
  self/creature 
  Concentration, up 
  to 1 minute 
  V, S 
  1 action 
  Touch 
  You or a creature you touch becomes invisible until the spell 
  ends. Anything the target is wearing or carrying is invisible as 
  long as it is on the target’s person. 
  
   
   
  Invisibility 
  2 
  creature 
  Concentration, up 
  to 1 hour 
  V, S, M  
  (an eyelash encased in gum arabic) 
  1 action 
  Touch 
  A creature you touch becomes invisible until the spell ends. 
  Anything the target is wearing or carrying is invisible as long as 
  it is on the target’s person. The spell ends for a target that 
  attacks or casts a spell.  
   
  At Higher Levels. When you cast this spell using a spell slot of 
  3rd level or higher, you can target one additional creature for 
  each slot level above 2nd. 
  
   
   
  Major Image 
  3 
  20-foot cube 
  Concentration, up 
  to 10 minutes 
  V, S, M  
  (a bit of fleece) 
  1 action 
  120 feet 
  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 range of the illusion, you can use your action to cause the image 
  to move to any other spot within range. 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 uses its action to examine the image can 
  determine that it is an illusion with a successful Intelligence (Investigation) check against your spell 
  save 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. At Higher Levels. When you cast this 
  spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your 
  concentration. 
  
   
   
  Minor Illusion 
  0 
  none 
  1 minute 
  S, M  
  (a bit of fleece) 
  1 action 
  30 feet 
  You create a sound or an image of an object within range that lasts for the 
  duration. The illusion also ends if you dismiss it as an action or cast this spell 
  again. If you create a sound, its volume can range from a whisper to a 
  scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of 
  drums, or any other sound you choose. The sound continues unabated 
  throughout the duration, or you can make discrete sounds at different times 
  before the spell ends. If you create an image of an object—such as a chair, 
  muddy footprints, or a small chest—it must be no larger than a 5-foot cube. 
  The image can’t create sound, light, smell, or any other sensory effect. 
  Physical interaction with the image reveals it to be an illusion, because things 
  can pass through it. If a creature uses its action to examine the sound or 
  image, the creature can determine that it is an illusion with a successful 
  Intelligence (Investigation) check against your spell save DC. If a creature 
  discerns the illusion for what it is, the illusion becomes faint to the creature. 
  
   
   
  Silence 
  2 
  20-foot sphere 
  Concentration, up 
  to 10 minutes 
  V, S 
  1 action 
  120 feet 
  For the duration, no sound can be created within or pass 
  through a 20-foot-radius sphere centered on a point you choose 
  within range. Any creature or object entirely inside the sphere 
  is immune to thunder damage, and creatures are deafened while 
  entirely inside it. Casting a spell that includes a verbal 
  component is impossible there. 
  
   
   
  Silent Image 
  1 
  15-foot cube 
  Concentration, up 
  to 10 minutes 
  V, S, M 
   (a bit of fleece) 
  1 action 
  60 feet 
  You create the image of an object, a creature, or some other 
  visible phenomenon that is no larger than a 15-foot cube. The 
  image appears at a spot within range and lasts for the duration. 
  The image is purely visual; it isn’t accompanied by sound, smell, 
  or other sensory effects. You can use your action to cause the 
  image to move to any spot within range. 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. Physical interaction with the image 
  reveals it to be an illusion, because things can pass through it. A 
  creature that uses its action to examine the image can determine 
  that it is an illusion with a successful Intelligence (Investigation) 
  check against your spell save DC. If a creature discerns the 
  illusion for what it is, the creature can see through the image. 
  
   
   
  Color Spray 
  1 
  creatures 
  1 round 
  V, S, M  
  (a pinch of powder or sand that is colored red, yellow, and 
  blue) 
  1 action 
  Self (15-foot 
  cone) 
  A dazzling array of flashing, colored light springs from your 
  hand. Roll 6d10; the total is how many hit points of creatures 
  this spell can effect. Creatures in a 15-foot cone originating 
  from you are affected in ascending order of their current hit 
  points (ignoring unconscious creatures and creatures that can’t 
  see).\n   Starting with the creature that has the lowest current 
  hit points, each creature affected by this spell is blinded until the 
  spell ends. Subtract each creature’s hit points from the total 
  before moving on to the creature with the next lowest hit points. 
  A creature’s hit points must be equal to or less than the 
  remaining total for that creature to be affected. 
   
  At Higher Levels. When you cast this spell using a spell slot of 
  2nd level or higher, roll an additional 2d10 for each slot level 
  above 1st. 
  
   
   
  Creation 
  5 
  any 
  Special 
  V,S,M  
  (a tiny piece of matter of the same type of the item you 
  plan to create) 
  1 minute 
  30 feet 
  You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable 
  matter within range: soft goods, rope, wood, or something similar. You can also use this spell to 
  create mineral objects such as stone, crystal, or metal. The object created must be no larger than 
  a 5-foot cube, and the object must be of a form and material that you have seen before. 
  The duration depends on the object’s material. If the object is composed of multiple materials, 
  use the shortest duration. 
  Materials & Durations  
  - Vegetable Matter - 1 day 
  - Stone or Crystal - 12 hours 
  - Precious Metals - 1 hour 
  - Gems - 10 minutes 
  - Adamantine or mithral - 1 minute 
   
  Using any material created by this spell as another spell’s material component causes that spell 
  to fail. 
   
  At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the cube 
  increases by 5 feet for each slot level above 5th. 
  
   
   
  Fear 
  3 
  30-foot cone 
  Concentration, up 
  to 1 minute 
  V, S, M  
  (a white feather or the heart of a hen) 
  1 action 
  Self (30-foot 
  cone) 
  You project a phantasmal fears. Each creature in a 30-foot 
  cone must succeed on a Wisdom saving throw or drop 
  whatever it is holding and become frightened for the duration. 
  While frightened by this spell, a creature must take the Dash 
  action and move away from you by the safest available route on 
  each of its turns, unless there is nowhere to move. If the 
  creature ends its turn in a location where it doesn’t have line of 
  sight to you, the creature can make a Wisdom saving throw. 
  On a successful save, the spell ends for that creature. 
  
   
   
  Hallucinatory 
  Terrain 
  4 
  150-foot cube 
  24 hours 
  V, S, M  
  (a stone, a twig, and a bit of green plant) 
  10 minutes 
  300 feet 
   You make natural terrain in a 150-foot cube in range look, 
  sound, and smell like some other sort of natural terrain. Thus, 
  open fields or a road can be made to resemble a swamp, hill, 
  crevasse, or some other difficult or impassable terrain. A pond 
  can be made to seem like a grassy meadow, a precipice like a 
  gentle slope, or a rock-strewn gully like a wide and smooth 
  road. Manufactured structures, equipment, and creatures 
  within the area aren’t changed in appearance. 
  The tactile characteristics of the terrain are unchanged, so 
  creatures entering the area are likely to see through the illusion. 
  If the difference isn’t obvious by touch, a creature carefully 
  examining the illusion can attempt an Intelligence (investigation) 
  check against your spell save DC to disbelieve it. A creature 
  who discerns the illusion for what it is, sees it as a vague image 
  superimposed on the terrain. 
  
   
   
  Hypnotic Pattern 3 
  30-foot cube 
  Concentration, up 
  to 1 minute 
  S, M  
  (a glowing stick of incense or a crystal vial filled with phosphorescent 
  material) 
  1 action 
  120 feet 
  You create a twisting pattern of colors that weaves through the 
  air inside a 30-foot cube within range. The pattern appears for 
  a moment and vanishes. Each creature in the area who sees the 
  pattern must make a Wisdom saving throw. On a failed save, 
  the creature becomes charmed for the duration. While charmed 
  by this spell, the creature is incapacitated and has a speed of 0. 
  The spell ends for an affected creature if it takes any damage or 
  if someone else uses an action to shake the creature out of its 
  stupor. 
  
   
   
  Illusory Script 
  1 
  target 
  10 days 
  S, M  
  (a lead-based ink worth at least 10 gp, which the spell consumes) 
  1 minute 
  Touch 
  You write on parchment, paper, or some other suitable writing 
  material and imbue it with a potent illusion that lasts for the 
  duration. 
  To you and any creatures you designate when you cast the 
  spell, the writing appears normal, written in your hand, and 
  conveys whatever meaning you intended when you wrote the 
  text. To all others, the writing appears as if it were written in 
  an unknown or magical script that is unintelligible. 
  Alternatively, you can cause the writing lo appear to be an 
  entire1y different message, written in a different hand and 
  language, though the language must be one you know. 
  Should the spell be dispelled, the original script and the illusion 
  both disappear. 
  A creature with truesight can read the hidden message. 
  
   
   
  Magic Mouth 
  2 
  object 
  Until dispelled 
  V,S, M  
  (a small bit of honeycomb and jade dust worth at least 10 gp, which the spell 
  consumes) 
  1 minute 
  30 feet 
  You implant a message within an object in range, a message that is uttered when a trigger 
  condition is met. Choose an object that you can see and that isn’t being worn or carried by 
  another creature. Then speak the message, which must be 25 words or less, though it can be 
  delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the 
  spell to deliver your message. 
  When that circumstance occurs, a magical mouth appears on the object and recites the message 
  in your voice and at the same volume you spoke. Or the object you chose has a mouth or 
  something that looks like a mouth (for example, the mouth of a statue), the magical mouth 
  appears there so that the words appear to come from the object’s mouth. When you cast this 
  spell, you can have the spell end after it delivers its message, or it can remain and repeat its 
  message whenever the trigger occurs. 
  The triggering circumstance can be as general or as detailed as you like, though it must be based 
  on visual or audible conditions that occur within 30 feet of the object. For example, you could 
  instruct the mouth to speak when any creature moves within 30 feet of the object or when a 
  silver bell rings within 30 feet of it. 
  
   
   
  Mirage Arcane 
  7 
  1 mile area 
  10 days 
  V, S 
  10 minutes 
  Sight 
  You make terrain in an area up to 1 mile square look, sound, smell, and even feel 
  like some other sort of terrain. The terrain’s general shape remains the same, 
  however. Open fields or a road could be made to resemble a swamp, hill, 
  crevasse, or some other difficult or impassable terrain. A pond can be made to 
  seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn 
  gully like a wide and smooth road. 
  Similarly, you can alter the appearance of structures, or add them where none 
  are present. The spell doesn’t disguise, conceal, or add creatures. 
  The illusion includes audible, visual, tactile, and olfactory elements, so it can 
  turn clear ground into difficult terrain (or vice versa) or otherwise impede 
  movement through the area. Any piece of the illusory terrain (such as a rock or 
  stick) that is removed from the spell’s area disappears immediately. 
  Creatures with truesight can see through the illusion to the terrain’s true form; 
  however, all other elements of the illusion remain, so while the creature is 
  aware of the illusion’s presence, the creature can still physically interact with the 
  illusion. 
  
   
   
  Mirror Image 
  2 
  self 
  1 minute 
  V, S 
  1 action 
  Self 
  Three illusory duplicates of yourself appear in your space. Until the spell ends, 
  the duplicates move with you and mimic your actions, shifting position so it’s 
  impossible to track which image is real. You can use your action to dismiss the 
  illusory duplicates. 
  Each time a creature targets you with an attack during the spell’s duration, roll a 
  d20 to determine whether the attack instead targets one of your duplicates. 
  If you have three duplicates, you must roll a 6 or higher to change the attack’s 
  target to a duplicate. With two duplicates, you must roll an 8 or higher. With 
  one duplicate, you must roll an 11 or higher. 
  A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a 
  duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an 
  attack that hits it. It ignores all other damage and effects. The spell ends when all 
  three duplicates are destroyed. 
  A creature is unaffected by this spell if it can’t see, if it relies on senses other than 
  sight, such as blindsight, or if it can perceive illusions as false, as with truesight. 
  
   
   
  Mislead 
  5 
  self 
  Concentration, up 
  to 1 hour 
  S 
  1 action 
  Self 
  You become invisible at the same time that an illusory double of 
  you appears where you are standing. The double lasts for the 
  duration, but the invisibility ends if you attack or cast a spell. 
  You can use your action to move your illusory double up to 
  twice your speed and make it gesture, speak, and behave in 
  whatever way you choose. 
  You can see through its eyes and hear through its ears as if you 
  were located where it is. On each of your turns as a bonus 
  action, you can switch from using its senses to using your own, 
  or back again. While you are using its senses, you are blinded 
  and deafened in regard to your own surroundings. 
  
   
   
  Nystul’s Magic 
  Aura 
  2 
  creature/object 
  24 hours 
  V, S, M  
  (a small square of silk) 
  1 action 
  Touch 
  You place an illusion on a creature or an object you touch so that divination spells 
  reveal false information about it. The target can be a willing creature or an object 
  that isn’t being carried or worn by another creature. 
  When you cast the spell, choose one or both of the following effects. The effect lasts 
  for the duration. If you cast this spell on the same creature or object every day for 
  30 days, placing the same effect on it each time, the illusion lasts until it is dispelled. 
  False Aura. You change the way the target appears to spells and magical effects, 
  such as detect magic, that detect magical auras. You can make a nonmagical object 
  appear magical, a magical object appear nonmagical, or change the object’s magical 
  aura so that it appears to belong to a specific school of magic that you choose. 
  When you use this effect on an object, you can make the false magic apparent to 
  any creature that handles the item. 
  Mask. You change the way the target appears to spells and magical effects that 
  detect creature types, such as a paladin’s Divine Sense or the trigger of a symbol 
  spell. You choose a creature type and other spells and magical effects treat the target 
  as if it were a creature of t    hat type or of that alignment. 
  
   
   
  Phantasmal Force 
  2 
  creature 
  Concentration, up 
  to 1 minute 
  V, S, M  
  (a bit of fleece) 
  1 action 
  60 feet 
  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 lO-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 tire. 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 Killer 
  4 
  creature 
  Concentration, up 
  to 1 minute 
  V, S 
  1 action 
  120 feet 
  You tap into the nightmares of a creature you can see within 
  range and create an illusory manifestation of its deepest fears, 
  visible only to that creature. The target must make a Wisdom 
  saving throw. On a failed save, the target becomes frightened 
  for the duration. At the end of each of the target’s turns before 
  the spell ends, the target must succeed on a Wisdom saving 
  throw or take 4d10 psychic damage. On a successful save, the 
  spell ends. 
   
  At Higher Levels. When you cast this spell using a spell slot of 
  5th level or higher, the damage increases by ldlO for each slot 
  level above 4th.  
   
  (Spell's description has been modified to fix the error during 
  printing as described in the Player's Handbook errata. See 
  http://media.wizards.com/2016/downloads/DND/PH-
  Errata-V1.pdf for full details) 
  
   
   
  Phantom Steed 
  3 
  unoccupied space 
  1 hour 
  V, S 
  1 minute 
  30 feet 
  A Large quasi-real, horselike creature appears on the ground 
  in an unoccupied space of your choice within range. You decide 
  the creature’s appearance, but it is equipped with a saddle, bit, 
  and bridle. Any of the equipment created by the spell vanishes in 
  a puff of smoke if it is carried more than 10 feet away from the 
  steed. 
  For the duration, you or a creature you choose can ride the 
  steed. The creature uses the statistics for a riding horse, except 
  it has a speed of 100 feet and can travel 10 miles in an hour, or 
  13 miles at a fast pace. When the spell ends. the steed gradually 
  fades. giving the rider 1 minute to dismount. The spell ends if 
  you use an action to dismiss it or if the steed takes any damage. 
  
   
   
  Programmed Illusion 
  6 
  point 
  Until Dispelled 
  V,S, M  
  (a bit of fleece and jade dust worth at least 25 gp) 
  1 action 
  120 feet 
  You create a illusion of an object, a creature, or some other visible phenomenon within range that 
  activates when a specific condition occurs. The illusion is imperceptible until then. It must be no 
  larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and 
  what sounds it makes. This scripted performance can last up to 5 minutes. 
  When the condition you specify occurs, the illusion springs into existence and performs in the 
  manner you described. Once the illusion finishes performing, it disappears and remains dormant 
  for 10 minutes. After this time, the illusion can be activated again. 
  The triggering condition can be as general or as detailed as you like, though it must be based on 
  visual or audible conditions that occur within 30 feet of the area. For example, you could create 
  an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you 
  could set the illusion to trigger only when a creature says the correct word or phrase. 
  Physical interaction with the image reveals it to be an illusion, because things can pass through it. 
  A creature that uses its action to examine the image can determine that it is an illusion with a 
  successful Intelligence  (Investigation) check against your spell save DC. If a creature discerns 
  the illusion for what it is, the creature can see through the image, and any noise it makes sounds 
  hollow to the creature. 
  
   
   
  Project Image 
  7 
  self 
  Concentration, up 
  to 1 day 
  V, S, M  
  (a small replica of you made from materials 
  worth at least 5 gp) 
  1 action 
  500 miles 
  You create an illusory copy of yourself that lasts for the duration. The copy can appear at any 
  location within range that you have seen before, regardless of intervening obstacles. The 
  illusion looks and sounds like you but is intangible. If the illusion takes any damage, it 
  disappears, and the spell ends. 
  You can use your action to move this illusion up to twice your speed, and make it gesture, 
  speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.\n   
  You can see through its eyes and hear through its ears as if you were in its space. On your 
  turn as a bonus action, you can switch from using its senses to using your own, or back again. 
  While you are using its senses, you are blinded and deafened in regard to your own 
  surroundings. 
  Physical interaction with the image reveals it to be an illusion, because things can pass 
  through it. A creature that uses its action to examine the image can determine that it is an 
  illusion with a successful Intelligence (Investigation) check against your spell save DC. If a 
  creature discerns the illusion for what it is, the creature can see through the image, and any 
  noise it makes sounds hollow to the creature. 
  
   
   
  Seeming 
  5 
  creatures 
  8 hours 
  V, S 
  1 action 
  30 feet 
  This spell allows you to change the appearance of any number of creatures that 
  you can see within range. You give each target you choose a new, illusory 
  appearance. An unwilling target can make a Charisma saving throw, and if it 
  succeeds, it is unaffected by this spell. The spell disguises physical appearance as 
  well as clothing, armor, weapons, and equipment. You can make each creature se 
  em I foot shorter or taller and appear thin, fat, or in between. You can’t change a 
  target’s body type, so you must choose a form that has the same basic arrangement 
  of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the 
  duration, unless you use your action to dismiss it sooner.\n   The changes 
  wrought by this spell fail to hold up to physical inspection. For example, if you 
  use this spell to add a hat to a creature’s outtit, objects pass through the hat, and 
  anyone who touches it would feel nothing or would feel the creature’s head and 
  hair. If you use this spell to appear thinner than you are, the hand of  someone 
  who reaches out to touch you would bump into you while it was seemingly still in 
  midair.\n   A creature can use its action to inspect a target and make an 
  Intelligence (Investigation) check against your spell save DC. If it succeeds, it 
  becomes aware that the target is disguised.  
  
   
   
  Simulacrum 
  7 
  beast/humanoid 
  Until dispelled 
  V,S, M 
  (snow or ice in 
  quantities 
  sufficient to 
  made a life-
  size copy of the 
  duplicated 
  creature; some 
  hair, fingernail 
  clippings, or 
  other piece of 
  that creature’s 
  body placed 
  inside the snow 
  or ice; and 
  powdered ruby 
  worth 1,500 gp, 
  sprinkled over 
  the duplicate 
  and consumed 
  12 hours 
  Touch 
  You shape an illusory duplicate of one beast or humanoid that is within range 
  for the entire casting time of the spell. The duplicate is a creature, partially real 
  and formed from ice or snow, and it can take actions and otherwise be affected 
  as a normal creature. It appears to be the same as the original, but it has half 
  the creature’s hit point maximum and is formed without any equipment. 
  Otherwise, the illusion uses all the statistics of the creature it duplicates. 
  The simulacrum is friendly to you and creatures you designate. It obeys your 
  spoken commands, moving and acting in accordance with your wishes and 
  acting on your turn in combat. The simulacrum lacks the ability to learn or 
  become more powerful, so it never increases its level or other abilities, nor can 
  it regain expended spell slots. 
  If the simulacrum is damaged, you can repair it in an alchemical laboratory, 
  using rare herbs and minerals worth 100 gp per hit point it regains. The 
  simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow 
  and melts instantly. 
  If you cast this spell again, any currently active duplicates you created with 
  this spell are instantly destroyed.  
  
   
   
  Weird 
  9 
  30-foot sphere 
  Concentration, up 
  to one minute 
  V, S 
  1 action 
  120 feet 
  Drawing on the deepest fears of a group of creatures, you 
  create illusory creatures in their minds, visible only to them. 
  Each creature in a 30-foot-radius sphere centered on a point 
  of your choice within range must make a Wisdom saving 
  throw. On a failed save, a creature becomes frightened for the 
  duration. The illusion calls on the creature’s deepest fears, 
  manifesting its worst nightmares as an implacable threat. At the 
  end of each of the frightened creature’s turns, it must succeed on 
  a Wisdom saving throw or take 4d10 psychic damage. On a 
  successful save, the spell ends for that creature. 
   
  (Spell's description has been modified to fix the error during 
  printing as described in the Player's Handbook errata. See 
  http://media.wizards.com/2016/downloads/DND/PH-
  Errata-V1.pdf for full details) 
   
  
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Spellbook/spells/Illusion/Illusion.pdf