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Minor Illusion

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Minor Illusion is a cantrip (Illusion). It conjures a simple illusion to distract and / or lure creatures.

Description

Create an illusion that compels nearby creatures to investigate.

You can remain hidden while casting this spell.

This spell can be cast while you are Silenced Silenced.

Properties

Cost
 Action
Details
Range: 18 m (60 ft) Range: 18 m (60 ft)

Technical details

Creature: Cat (Minor Illusion)

STR

0
(-5)

DEX

0
(-5)

CON

0
(-5)

INT

0
(-5)

WIS

0
(-5)

CHA

0
(-5)

Duration

10 turns

Hit Points

1

Armour Class

10

Movement Speed

0 m (0 ft)

How to learn

Classes: Races:

(Character level is the sum of all class levels for a multi-classed character.)

Granted by feats: Magic Initiate: Bard, Magic Initiate: Sorcerer, Magic Initiate: Warlock, and Magic Initiate: Wizard

Other ways to learn:

Notes

  • This cantrip does not require concentration.
  • It does not break Invisibility Invisibility.
  • It has significant utility throughout the entire game:
    • It lasts 10 turns when not successfully investigated.
    • Illusion School Wizards can cast Improved Minor Illusion Improved Minor Illusion as a  Bonus Action that lasts 20 turns instead.
    • When NPCs successfully "investigate" the illusion, it will disappear.
      • Outside of combat, this cantrip causes most NPCs to walk towards the illusion and surround it. There is no actual investigation skill check involved, but they will automatically succeed in "investigation" after ~1 turn not including walking time. This can be particularly deadly as a preparation for a first-strike ambush (e.g., luring a number of potential targets into a small area, then hitting them with a Fireball Fireball).
      • During combat, it causes enemies to turn towards the illusion regardless of investigation check. Enemies must succeed a fixed DC 15 investigation check in order to successfully investigate the illusion. If enemies fail, the illusion will remain, and enemies may potentially also walk towards and even attack the illusion if the target prioritization permits.
    • The illusion activates traps if placed on top of them.
    • If placed on top of a vent, the illusion prevents gas from coming out, just as if a physical item were placed there.
  • If cast again before an existing version ends, observers will not move to investigate the new one.

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