Bard Magic • Spell Reference

Hypnotic Pattern Spell

An abstract spiral of closely spaced pink and purple luminous lines
A luminous spiral illustrates the spell’s shifting pattern of colours.

Hypnotic Pattern suspends creatures in a captivating display. Modern editions use a brief cube of colour; the older spell fascinates a limited number of Hit Dice in a smaller spread.

Hypnotic Pattern at a Glance

5.5e / 2024Bard 3 • Illusion • 30-foot Cube • Wisdom save
5e / 2014Bard 3 • Illusion • 30-foot cube • Wisdom save
Pathfinder 1eBard 2 • Illusion (pattern) • 10-foot-radius spread • Will save
D&D 3.5eBard 2 • Illusion (pattern) • 10-foot-radius spread • Will save

Spell Rules by Edition

Hypnotic Pattern — 5.5e / 2024

Rules source: System Reference Document 5.2.1.

Level & School3rd-level Illusion
ClassesBard, Sorcerer, Warlock, Wizard
Casting TimeAction
Range120 feet
Area30-foot cube
ComponentsS, M (a pinch of confetti)
DurationConcentration, up to 1 minute
Saving ThrowWisdom

You create a twisting pattern of colours in a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area that can see the pattern must make a Wisdom saving throw. On a failed save, it is Charmed for the duration; while Charmed by this spell it is Incapacitated and its Speed is 0.

The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake it out of its stupor. It also ends when your Concentration ends or the duration expires. There is no recurring saving throw in the spell’s text.

Hypnotic Pattern — 5e / 2014

Rules source: System Reference Document 5.1.

Level & School3rd-level Illusion
ClassesBard, Sorcerer, Warlock, Wizard
Casting Time1 action
Range120 feet
Area30-foot cube
ComponentsS, M (a glowing stick of incense or a crystal vial filled with phosphorescent material)
DurationConcentration, up to 1 minute
Saving ThrowWisdom

You create a twisting pattern of colours in a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area that can see the pattern must make a Wisdom saving throw. On a failed save, it is Charmed for the duration; while Charmed by this spell it is Incapacitated and its speed is 0.

The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake it out of its stupor. It also ends when your Concentration ends or the duration expires. There is no recurring saving throw in the spell’s text.

Hypnotic Pattern — Pathfinder 1e

Rules source: Archives of Nethys — Hypnotic Pattern.

Level & SchoolIllusion (Pattern) [Mind-Affecting]
ClassesArcanist 2, Bard 2, Mesmerist 2, Psychic 2, Red Mantis Assassin 2, Skald 2, Sorcerer 2, Wizard 2
Casting Time1 standard action
RangeMedium (100 ft. + 10 ft./level)
EffectColourful lights in a 10-foot-radius spread
ComponentsV (Bard only), S, M (a stick of incense or a crystal rod); see text
DurationConcentration + 2 rounds
Saving ThrowWill negates
Spell ResistanceYes

A twisting pattern of shifting colours fascinates creatures within the spread. Roll 2d4 and add your caster level, capped at +10, to determine the total Hit Dice affected. Affect the creatures with the fewest Hit Dice first; among equal Hit Dice, affect those closest to the pattern’s point of origin first. Any Hit Dice insufficient to affect another creature are wasted.

Affected creatures are Fascinated; sightless creatures are unaffected. A Wizard or Sorcerer need not utter a sound to cast it, but a Bard must perform as the Verbal component. Use the legacy Fascinated condition, rather than the modern Charmed and Incapacitated conditions.

Hypnotic Pattern — D&D 3.5e

Rules source: D&D 3.5 SRD — Hypnotic Pattern. This spell’s legacy mechanics are Open Game Content under the OGL v1.0a.

Level & SchoolIllusion (Pattern) [Mind-Affecting]
ClassesBard 2, Sorcerer/Wizard 2
Casting Time1 standard action
RangeMedium (100 ft. + 10 ft./level)
EffectColourful lights in a 10-foot-radius spread
ComponentsV (Bard only), S, M; see text
DurationConcentration + 2 rounds
Saving ThrowWill negates
Spell ResistanceYes

A twisting pattern of subtle, shifting colors weaves through the air, fascinating creatures within it. Roll 2d4 and add your caster level (maximum 10) to determine the total number of Hit Dice of creatures affected. Creatures with the fewest HD are affected first; and, among creatures with equal HD, those who are closest to the spell’s point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted. Affected creatures become fascinated by the pattern of colors. Sightless creatures are not affected.

A wizard or sorcerer need not utter a sound to cast this spell, but a bard must sing, play music, or recite a rhyme as a verbal component.

Material Component A glowing stick of incense or a crystal rod filled with phosphorescent material.

What Changed Between Editions

Modern versus legacy levelHypnotic Pattern is a level-3 Bard spell in 2024 and 2014, but a level-2 Bard spell in Pathfinder and D&D 3.5.
Area and eligible creaturesModern rules use a 30-foot cube at 120 feet and affect every creature in it that sees the momentary pattern and fails its save. Legacy rules use a 10-foot-radius spread, level-scaled medium range, and a limited pool of 2d4 + caster level (maximum +10) Hit Dice.
Conditions and durationModern targets become Charmed and Incapacitated with Speed 0 for up to 1 minute while Concentration lasts; damage or another creature’s action releases a target. Legacy targets become Fascinated, and the duration is Concentration + 2 rounds.
ComponentsNeither modern version has a Verbal component. 2024 uses confetti; 2014 uses glowing incense or a phosphorescent crystal vial. Legacy rules require a Bard’s Verbal performance, and 3.5 names glowing incense or a phosphorescent crystal rod.

Using Hypnotic Pattern in Play

The modern spell is useful for pausing a group while allies escape, cross a defended room, or deal with opponents outside the cube. Place the area carefully: it does not inherently spare allies, and every potential target must see the brief pattern.

Agree on the party’s follow-up before dealing damage. One hit can release a creature, and an unaffected ally can spend an action to shake a target awake. Your own Concentration remains the shared limit on every affected target.

In legacy play, calculate the Hit Dice pool and allocation before resolving the effect. Lower-Hit-Dice creatures consume the pool first, so a crowd can absorb the pattern before a stronger foe is reached. Resolve distractions and threats using the selected edition’s Fascinated condition.

Rules Sources and Licensing

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.

This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.

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