Major Image
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. 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 the other sensory qualities of the image become faint to the creature.
At a Glance
How Major Image Works
| Casting Time | 1 action |
|---|---|
| Range | 120 feet |
| Components | V, S, M (a bit of fleece) |
| Duration | Concentration, up to 10 minutesCONCENTRATION |
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.
Common Mistakes
DM Tips
Frequently Asked Questions
Sources & Further Reading
- Major Image — D&D 5e Wikidot — Full SRD text
- Major Image — Roll20 Compendium — Structured reference
- Major Image — D&D Beyond — Official digital reference