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

Level
3rd
School
Illusion
Casting Time
1 action
Range
120 feet
Duration
Concentration, up to 10 minutes
Concentration
Yes

How Major Image Works

Casting Time1 action
Range120 feet
ComponentsV, S, M (a bit of fleece)
DurationConcentration, 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

Common Mistake
Forgetting the illusion can move and change - much better than minor illusion
Common Mistake
Not using the full sensory experience - sound, smell, temperature
Common Mistake
Thinking the illusion has substance - physical interaction reveals it
Common Mistake
Not tracking that you need to use your action to move it

DM Tips

DM Tip
Extremely versatile for creative players
DM Tip
Can create illusory allies, monsters, environmental hazards, or obstacles
DM Tip
At 6th level or higher, becomes permanent without concentration
DM Tip
Encourage creative uses but remember physical interaction breaks the illusion

Frequently Asked Questions

Sources & Further Reading