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You plan to bind a creature within an illusory cell that only it perceives. One creature you’ll see within range must make an Intelligence saving throw. The target succeeds automatically if it’s resistant to being charmed. On a successful save, the target takes 5d10 psychic damage, and therefore the spell ends. On a failed to save, the target takes 5d10 psychic damage, and you create the world immediately around the target’s space appear dangerous thereto in how . you may cause the target to perceive itself as being surrounded by fire, floating razors, or hideous maws crammed with dripping teeth. Whatever form the illusion takes, the target can’t see or hear anything beyond it and is restrained for the spell’s duration. If the target is removed of the illusion, makes a melee attack through it, or reaches any a part of its body through it, the target takes 10d10 psychic damage, and therefore the spell ends.

Mental Prison 5e

Mental Prison 5e

  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Concentration, up to 1 minute

While frontloaded at level 1 the category drops off severely than with its main strength being its extended spell list, not the category features. All it achieves is to breathe some life into the pact of the blade which it’s very blatant intended synergy with. Even then a warlock using Eldritch blast is going to be easier to play and achieve similar if not better results. Yes, the hexblade can use EB but they trade off doing increased damage on one target until level 14 for fewer useful abilities from 6-10 and therefore the level 14 abilities on the opposite warlocks are excellent. No, save removal from combat and 10d10 damage, for instance, is one among the alternatives.

In addition, since the target gets NO save after the initial one to interrupt the restrained/extra damage effect, you’ll stretch this out and keep attacking with advantage (or with spells that focus on DEX saves) for the whole duration of Mental Prison or until the target decides it’s had enough and moves/attacks and triggers the additional 10d10 psychic damage.

So not only is Mental Prison’s damage a minimum of as compared to other 6th level spells, it’s rider effect affords great control, not unlike Otiluke’s Resilient Sphere, Banishment or Force cage, except that with Mental Prison the target can still be attacked (I guess maybe, maybe not with Force Cage).

Yes, the target can easily end the status/spell but at the value of 10d10 damage.

So as I discussed initially, only one of those factors (great damage, unbreakable status effect except through punitive damage, battlefield control) makes for a good spell. Mental Prison has it all. Personally, I feel this makes it unbalanced.

The spell targeted a clear creature within a variety of 60 feet (18 meters), inflicting damage to its mind. If unable to resist the spell, the target perceived the encircling terrain as extremely dangerous, like covered in fire, blades, or drooling maws, and will perceive nothing else but the illusion. The target remained confined to the present prison for up to 1 minute, as long because the target kept concentrating. If the target attempted to touch or attack the illusory prison, the spell dissipated, inflicting copious damage to the creature’s mind.