Casting Time: 1 action
Range: 120 ft
Components: V, S
Duration: Concentration
, up to 1 minute
Damage Type: Psychic
Save: Wisdom
You tap into the nightmares of a creature you can see within range and create an illusion of its deepest fears, visible only to that creature. The target makes a Wisdom saving throw. On a failed save, the target takes 4d10 Psychic damage and has Disadvantage on ability checks and attack rolls for the duration. On a successful save, the target takes half as much damage, and the spell ends.
For the duration, the target makes a Wisdom saving throw at the end of each of its turns. On a failed save, it takes the Psychic damage again. On a successful save, the spell ends.
The damage increases by 1d10 for each spell slot level above 4.
Verbal Component:
Sie Kedavra Phantasticam
Verbal Component (Alternative):
From the mind's depth, a nightmarish thriller, I conjure forth a phantasmal killer.
Classes: Bard, Wizard, Rogue
Domain: Madness
Tags: Control, Damage
Source: Player's Handbook (2024) (page 304)
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Other Planes and Effects
Below is information about this spell as it relates to other planes and area of effects (i.e. underwater). Some of the information is pulled official D&D sources (such as books and the twitter feeds of D&D officials), but other information is derived from forums and online discussions. As always, it is up to the DM to decide how they wish to handle spell effects.
Underwater - Verbal Component
Official rules have been verified by Jeremy Crawford - "No rule prohibits verbal components from working underwater. Keep in mind that if you're talking, you're not holding your breath." Hence, while submerged underwater and holding its breath, a creature can cast a spell that requires a verbal component. After casting the spell, if the creature can't breathe underwater, it immediately runs out of breath. The creature can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round).