Arcane & Occult Illusion Spells by category
Spells that are difficult to notice being cast or those that leave no obvious magical signature. Used for social engineering or sneaking where the act of casting itself must remain hidden.
Illusions that have a physical or mental bite. These deal damage (Mental, Shadow, or otherwise) and are used as direct offensive tools.
Spells that can be cast from a significant distance (generally 120ft or more), allowing the caster to influence a battlefield or a social situation from a position of safety.
Area of Effect illusions. These affect multiple targets or a large swath of terrain simultaneously, such as bursts, cones, or emanations.
Spells that last 1 minute or less. These are "combat-time" illusions meant for immediate tactical impact rather than long-term deception.
Spells that last 10 minutes, 1 hour, or until the next daily preparation. These are meant for infiltration, long-term masking, or "setting the stage."
The art of being elsewhere. Includes invisibility, vanishing acts, and spells that erase the presence of a creature or object from sight.
Spells that change a creature's or object's appearance into something else. Used for impersonation or hiding the true nature of an item.
Illusions that provide a specific mechanical advantage on the battlefield, such as concealment, flanking opportunities, or redirecting attacks (e.g., Mirror Image).
Spells designed to overwhelm the senses or strike fear into the heart. These involve loud noises, flashing lights, or terrifying phantasms that cause status effects like Frightened or Dazzled.
Offensive spells that do not allow a traditional save (like a Will save) to negate the primary effect, or spells that target AC/auto-succeed in their utility.
The creation of external, independent illusions. These are "things" placed in the world—walls, creatures, or items—that exist separate from the caster’s body.
Spells that create chaos and unpredictability. They break the standard rules of engagement, confuse friend and foe alike, and generally make the battlefield difficult to manage.
Spells that don't fit into traditional categories. These often involve strange geometry, unique utility, or occult concepts that defy simple classification.