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.
- Top 50% of all level 6 spells
- Bottom 50% picked level 6 Wizard spell
- Bottom 50% picked level 6 Warlock spell
- Bottom 50% picked level 6 Sorcerer spell
- Bottom 25% of all 5e spells
Read about how this popularity data is calculated.
Spells similar to Mental Prison
Banishment 4th-level abjuration
A failed save can take one enemy out of the encounter for a minute while concentration is maintained.
Players prefer Banishment over Mental Prison
Hold Monster 5th-level enchantment
It similarly disables one creature for a minute after a failed saving throw, leaving the caster to maintain concentration.
Players prefer Hold Monster over Mental Prison
Phantasmal Force 2nd-level illusion
Both are illusion spells that trap one creature in a harmful psychic reality for up to a minute.
Players prefer Phantasmal Force over Mental Prison
Phantasmal Killer 4th-level illusion
This single-target illusion uses psychic horror and concentration to impair and damage an enemy over time.
Players prefer Phantasmal Killer over Mental Prison
Otiluke's Resilient Sphere 4th-level abjuration
The spell confines one creature in an enclosed barrier, making it a strong mechanical parallel to an illusory prison.
Players prefer Otiluke's Resilient Sphere over Mental Prison
Flesh to Stone 6th-level transmutation
Both are high-level concentration effects that can effectively remove a single failed target from a fight.
Players prefer Flesh to Stone over Mental Prison