The Mothglass Folio
A master illusionist's treasured folio holds the means to turn a battlefield into a stage and make its audience doubt the world itself.
Spellbook · Wizard, School of Illusion · Level 20
The Mothglass Folio
A master illusionist's treasured folio holds the means to turn a battlefield into a stage and make its audience doubt the world itself.

Ex librisVelis MothglassWizard, School of Illusion

At a glance
Level
20
Wizard, School of Illusion
Spells
10
1 cantrip, 3 signature
Spell slots
1st level
2nd level
3rd level
4th level
5th level
6th level
7th level
8th level
9th level
At the table
A margin note
Plot hook
Spells
10 spellsCantrips
1- Create a sound or an image of an object within range. The image fits within a 5-foot cube and is revealed as illusory by physical interaction.
- Duration
- Up to 1 minute, concentration
- Target
- A point within range; sound or an object image fitting within a 5-foot cube
- Components
- V, S, M (a bit of fleece)
- Save or attack
- Investigation check against spell save DC to discern the image; sound has no save
- Higher levels
- Cantrip; no slot scaling
- Source
- Player's Handbook
1st level
2- Create a visual image of an object, creature, or other phenomenon that fits within a 15-foot cube. You can move it within range and alter its appearance.
- Duration
- 1 hour
- Target
- A point within range; image fits within a 15-foot cube
- Components
- V, S
- Save or attack
- Investigation check against spell save DC to discern the image
- Higher levels
- Using a 2nd-level slot or higher increases the cube's side length by 10 feet for each slot level above 1st.
- Source
- Player's Handbook
- Change your appearance, including clothing, armor, weapons, and other belongings. Your apparent height and build can change only within set limits, and the spell does not withstand physical inspection.
- Duration
- 1 hour
- Target
- Self
- Components
- V, S
- Save or attack
- Investigation check against spell save DC to discern the disguise
- Higher levels
- Using a 2nd-level slot or higher increases the duration by 1 hour for each slot level above 1st.
- Source
- Player's Handbook
2nd level
2- Create three illusory duplicates of yourself. When a creature targets you with an attack, a duplicate may be targeted instead; duplicates vanish when hit.
- Duration
- 1 minute
- Target
- Self
- Components
- V, S
- Save or attack
- No save; attack rolls may target a duplicate instead of you
- Higher levels
- Using a 3rd-level slot or higher increases the duration by 1 minute for each slot level above 2nd.
- Source
- Player's Handbook
- Create a mind-only phantasm that fits in a 10-foot cube and is perceptible only to the target. The target rationalizes it as real; if the phantasm deals damage, it deals psychic damage to the target.
- Duration
- Up to 1 minute, concentration
- Target
- One creature you can see within range
- Components
- V, S, M (a bit of fleece)
- Save or attack
- Intelligence saving throw; on a success, the spell ends
- Damage
- psychic damage per round while the phantasm harms the target
- Higher levels
- Using a 3rd-level slot or higher increases the damage by for each slot level above 2nd.
- Source
- Player's Handbook
3rd level
1- Create an image no larger than a 20-foot cube, including appropriate sounds, smells, and thermal effects. You can move and alter it within range.
- Duration
- Up to 10 minutes, concentration
- Target
- A point within range; image fits within a 20-foot cube
- Components
- V, S, M (a bit of fleece)
- Save or attack
- Investigation check against spell save DC to discern the image
- Higher levels
- Using a 6th-level slot or higher makes the spell last until dispelled without concentration.
- Source
- Player's Handbook
4th level
1- Make natural terrain in a 150-foot cube look, sound, and smell like another kind of natural terrain. Physical interaction can reveal discrepancies.
- Duration
- 10 days
- Target
- Natural terrain in a 150-foot cube within range
- Components
- V, S
- Save or attack
- Intelligence check against spell save DC to discern the illusion
- Higher levels
- Using a 5th-level slot or higher increases the area by 50 feet on each side for each slot level above 4th.
- Source
- Player's Handbook
5th level
1- Become invisible and create an illusory double of yourself. As an action, you can move the double and see and hear through its senses.
- Duration
- Up to 1 hour, concentration
- Target
- Self and an illusory double
- Components
- S
- Save or attack
- No save
- Higher levels
- No effect when cast with a higher-level slot.
- Source
- Player's Handbook
6th level
1- Create a partially real duplicate of a Beast or Humanoid. It has half the original's hit point maximum, follows your commands, and otherwise uses the original's statistics subject to the spell's limits.
- Duration
- Until dispelled
- Target
- One Beast or Humanoid duplicated from snow or ice
- Components
- V, S, M (a small replica of you made from materials worth 1,500 gp)
- Save or attack
- No save
- Higher levels
- Using a 7th-level slot or higher reduces the material cost by 1,000 gp for each slot level above 6th.
- Source
- Player's Handbook
9th level
1- Conjure a phantasmal creature in each target's fears. A target that fails its Wisdom save becomes frightened; at the end of each of its turns, it repeats the save, taking psychic damage on a failure and ending the spell on a success.
- Duration
- Up to 1 minute, concentration
- Target
- Any number of creatures you can see within range
- Components
- V, S
- Save or attack
- Wisdom saving throw; a successful save ends the spell for that creature
- Damage
- psychic damage on a failed save
- Higher levels
- No effect when cast with a higher-level slot.
- Conditions
- Frightened
- Source
- Player's Handbook
In the margins
3 notes
DiaryA convincing illusion does not need to fool everyone. It only needs to make the right witness hesitate.
WarningMALLEABLE: Keep the original parameters. Change the performance, not the spell.
FormulaThe brass theater key is not a material component. Do not let the apprentice tell you otherwise.
The book itself
The book smells faintly of candle smoke, rosewater, and old theater curtains.
Some scenes in its illustrations move only when viewed out of the corner of the eye.
Its owner insists that every lie should contain one perfect, verifiable truth.
The caster
Wizard, School of IllusionVelis Mothglass
Studies: Illusion, especially sensory misdirection and convincing staged environments.Manner: Courteous, attentive, and almost impossible to surprise; Velis speaks as though every conversation has an audience.Focus: A slender silvered baton capped with a cracked theater mirror.Quirk: They quietly announce scene changes before entering a room, even when alone.Wants: To stage one final performance that exposes the noble's crimes to the entire city without putting the witnesses in danger.Velis Mothglass grew up backstage in a traveling company, learning that a missed cue could be more dangerous than a missed sword thrust. They became an adventuring wizard after a noble patron tried to erase the company from history.
The book
A broad, midnight-blue folio bound in soft leather that never reflects the same face twice. Its silvered page edges shimmer like a heat haze, and its handwritten diagrams subtly rearrange themselves when no one is looking.
Its wards · GM only
About the book
FormatIllusionist's folio
ThemeIllusion
Written by aWizard, School of Illusion
Caster level20
SystemDungeons & Dragons 5th Edition
Plot hooks
1A noble hires the party to find the original of the simulacrum who has quietly taken their place at court.
2The folio's shifting pages begin depicting a town that does not exist on any map, but its residents recognize the illusionist's name.
3A rival claims the folio contains a false memory of a catastrophic performance, and wants the party to retrieve the page that proves it.
Media
0 imagesNo images yet.
Visual sheet
Turn The Mothglass Folio into a sheet
A high-res, share-ready sheet you can post or print.