Casting Time: 1 action
                    Range: Self
                    Components: V, S
                    Duration: 1 minute
                    
                  
                  
                  
                  
                    Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real.
Each time a creature hits you with an attack roll during the spell's duration, roll a d6 for each of your remaining duplicates. If any of the d6s rolls a 3 or higher, one of the duplicates is hit instead of you, and the duplicate is destroyed. The duplicates otherwise ignore all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it has the Blinded condition, Blindsight, or Truesight.                  
                                      
                        Verbal Component: 
                        Allucinata Imitor Memet                    
                        
                            Verbal Component (Alternative): 
                            Magic summon forth my greatest ally; take my form, copy and multiply.                        
Classes: Bard, Sorcerer, Warlock, Wizard, Rogue
Domain: Trickery
Tags: Deception, Warding
Source: Player's Handbook (2024) (page 299)                  
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                            Spell FAQs
                                
                                    
                                    
                                    
                                
                                
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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).