S.6.MP Mental Prison - JulTob/DnD GitHub Wiki
Mental Prison
- Level: 6th-level
- School: Illusion
- Casting Time: 1 action
- Range: 60 feet
- Components: S
- Duration: Concentration, up to 1 minute
Description
Mental Prison is a powerful illusion spell that traps a target within a nightmarish, illusory prison of the caster's design. The prison is entirely in the target's mind, and it can cause significant psychic damage if the target tries to escape or perceives it as a threat.
Effects:
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Targeting:
- You choose one creature that you can see within range. The target must make an Intelligence saving throw.
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Initial Effect:
- On a failed save, the target perceives itself as being surrounded by a dangerous environment—this could be anything from a cage of fire, walls of thorns, or a flood of acid. The illusion is tailored to evoke the greatest fear or sense of confinement in the target.
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Imprisonment:
- While the target is within the illusory prison, it cannot see or hear anything beyond it and is restrained for the duration of the spell.
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Damage:
- If the target attempts to leave the area of the illusion, moves closer to the illusion, or reaches through it, it takes 10d10 psychic damage and the spell ends.
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No Initial Damage:
- If the target remains in place and does not interact with the illusion, it takes no damage, but it remains restrained and unable to perceive anything outside the illusion.
Strategic Applications:
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Control and Isolation:
- Mental Prison is an excellent tool for isolating a single enemy, particularly one that relies on movement or positioning to be effective. The illusion not only restrains the target but also cuts off its perception of the outside world.
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High-Damage Potential:
- The psychic damage from attempting to escape the illusion is significant, making this spell a deterrent for targets that might otherwise try to flee or advance.
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Psychological Warfare:
- The spell's illusory nature plays on the target's fears and perceptions, making it a powerful psychological tool. It can be used to demoralize or terrorize a target, especially if the illusion is designed around something the target fears.
Limitations:
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Intelligence Save:
- The spell requires the target to fail an Intelligence saving throw, which can be difficult against creatures with high Intelligence or proficiency in Intelligence saves.
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Concentration:
- As with many powerful spells, Mental Prison requires concentration, meaning it can be disrupted if the caster takes damage or casts another concentration spell.
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Single Target:
- The spell only affects one creature, so it's not suitable for crowd control or dealing with multiple enemies.
Notes:
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Roleplaying Opportunities:
- The nature of the illusion can be highly personalized to the character casting it. For example, a caster might create a prison themed around the target's past traumas or deepest fears, adding a rich narrative element to the spell.
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Synergy with Other Spells:
- This spell can be combined with other crowd control or debuff spells to further incapacitate or manipulate the battlefield. For example, casting Mental Prison on a key enemy while others are held by Hold Person or similar effects can divide and conquer foes effectively.
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Ideal For:
- Mental Prison is ideal for illusionists or spellcasters who enjoy a tactical, mind-over-matter approach to combat. It's particularly effective against lone powerful enemies or in situations where isolating a target is key to success.
Higher Levels:
- Scaling:
- Mental Prison does not have scaling effects with higher-level spell slots; its power lies in the illusion and the psychic damage it deals.