A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
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. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.
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 its other sensory qualities become faint to the creature.
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.
Lachlan channels the gift of his patron to create deceptive illusions that confound his enemies and protect him.
When you activate this ability you gain advantage on all ability checks related to deception, misleading and subterfuge (Deception, Persuasion, Performance, Stealth and Slight of Hand) for 1 hour.
Effect: As a bonus action, you can create an illusory copy of yourself in a space you can see within 20 feet. You can have up to two copies active at a time. The illusions last for 1 hour, or until destroyed or you dismiss them.
Illusory Copies: The copies draw attacks as if they were you (AC = 10 + your Charisma modifier). Each copy has 1 hit point.
On your turn, as a bonus action, you can swap places with one of your illusions if it is within 30 feet of you.
Blinding Deception: When an attacker destroys an illusory copy, they must succeed on a Wisdom saving throw or be blinded until the end of their next turn, as the copy bursts into a flash of multicolored light. If this happens in dim light or darkness, the creature has disadvantage on the saving throw.
Recharge: You can activate this ability once per long rest.
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range.
• You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
• You instantaneously light or snuff out a candle, a torch, or a small campfire.
• You instantaneously clean or soil an object no larger than 1 cubic foot.
• You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
• You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.