Mental Prison 5e is a Dungeons & Dragons 5th edition adventure for a party of four 1st-level players. The adventure takes place in the Far Realm, a place beyond reality where sanity does not exist, and incredible creatures lurk.
In this adventure, the players must escape from a mental prison before consuming its madness. Can they overcome the odds and save themselves before it’s too late? Only time will tell…
Let’s read the reviews of mental Prison 5e.
Overview of Mental Prison 5e
Despite being frontloaded at level 1, this category drops dramatically at level 2. Its main strength is its extended spell list, not its category features. All it does is bring some life to the blade that it’s very blatantly intended to synergize with. It would still be easier for a warlock to use Eldritch blast and achieve similar results, if not better results.
Yes, Hexblades can use EB, but they do no more damage on one target until level 14 in exchange for fewer useful abilities from 6-10, so the level 14 abilities on the other warlocks are excellent. You can, for example, remove yourself from combat or take 10d10 damage as an alternative.
Additionally, because the target does not get an additional save after the first one, you will need to keep attacking with advantage (or spells that target DEX saves) until the target gets bored and moves or attacks.
The damage from Mental Prison is the minimum when compared to other spells of the 6th level, and its rider feature offers great control, just like Banishment Otiluke’s Resilient Sphere or Force Cage. With the exception that it allows the target to be still attacked (I guess, maybe not with Force Cage).
In addition to ending this status/spell, the target can also take 10d10 damage. The order of those factors (unbreakable status effect except by punitive damage, great damage, battlefield control) makes it difficult for a spell to be good. This spell meets all those requirements. This, in my opinion, makes it unbalanced.
- Casting Time: 1 action
- Range: 60 feet
- Components: S
- Duration: Concentration, up to 1 minute
But the spell affected the mind of any clear creature within a range of 60 feet (18 meters). Without the ability to resist, the target is depicted as experiencing extreme danger, like being surrounded by fire, razors, or maws that drool and will experience nothing but the illusion.
The target could stay in prison for up to a minute as long as it kept concentrating. The spell dissipated if the target touched or attacked the prison, causing extensive damage to the target’s mind.
Is mental prison a charm?
Psychic damage results from Mental Prison, a charm/illusion spell. If the target leaves the illusion, makes a melee attack through it, or reaches any part of its body it takes 10d10 psychic damage, and the spell is dispelled.
How does Mental Prison work?
Inflicting damage to the mind of a visible creature within a range of 60 feet (18 meters) was the target of the spell. If the target did not resist, it perceived the surrounding terrain as extremely dangerous, such as covered in fire and blades or as drooling maws, and could see nothing other than the illusion.
Conclusion
What do you do when your life is in a mental prison? What if you can’t get out no matter how hard you try? This is the story of my struggle with mental illness. By sharing my story, I hope that others will feel less alone in their struggles. I also hope that this will raise awareness about mental illness and help break its stigma. Thank you for reading!