Mental Prison
2014 Rules
- Level & School
- 6th-level illusion
- Casting Time
- Action
- Range
- 60 feet
- Components
- S
- Duration
- Concentration, 1 minute
- Classes
- Sorcerer, Warlock, Wizard
- Source
- Xanathar's Guide to Everything
You attempt to bind a creature within an illusory cell that only it perceives. One creature you can see within range must make an Intelligence saving throw. The target succeeds automatically if it is immune to being charmed. On a successful save, the target takes 5d10 psychic damage, and the spell ends. On a failed save, the target takes 5d10 psychic damage, and you make the area immediately around the target's space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled 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 moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes 10d10 psychic damage, and the spell ends.
Mental Prison 5.5e 2024 vs. 5e 2014 edition differences
Mental Prison is currently only available in the 2014 edition.
Mental Prison popularity
How popular is Mental Prison? It is a seldom seen spell in the game, and is chosen less than other options when available. This spell may fill a specific niche for a spellbook.
- Bottom 50% of all level 6 spells
- Bottom 50% picked level 6 Warlock spell
- Bottom 50% picked level 6 Sorcerer spell
- Bottom 50% picked level 6 Wizard spell
- Bottom 25% of all 5e spells
Read about how this popularity data is calculated.
Spells similar to Mental Prison
Banishment 4th-level abjuration
Like Mental Prison, it targets one creature at range with a save-or-lose effect that can remove a key foe from the fight.
Players prefer Banishment over Mental Prison
Hold Monster 5th-level enchantment
Both spells can completely shut down one enemy for a minute if the save fails, making them classic boss-stop options.
Players prefer Hold Monster over Mental Prison
Phantasmal Force 2nd-level illusion
It also traps one creature inside a personalized illusion and punishes it for trying to push through the false danger.
Players prefer Phantasmal Force over Mental Prison
Phantasmal Killer 4th-level illusion
This spell shares the same nightmarish illusion vibe, with psychic harm and a single target locked in place by fear.
Players prefer Phantasmal Killer over Mental Prison
Raulothim's Psychic Lance 4th-level enchantment
It uses a mental attack against one creature and leans into the same psychic damage-and-control feel.
Players prefer Raulothim's Psychic Lance over Mental Prison