Illusion Spells 5e | Hallucinatory territory vs. Mental Prison dnd

Illusion Spells 5e | Hallucinatory territory vs. Mental Prison dnd

Hallucinatory territory 5e vs. Mental Prison dnd 5e | Lesser Known Illusion spells

Hallucinatory territory 5e was an illusion spell that created a similar appearance to one type of terrain for a few hours. This spell was first called Toscudlo’s hallucinatory territory. It was initially attributed to Netherese Arcanist Toscudlo in -1544 DR. Mental prison 5e, on the other hand, was an illusion spell that bound a creature in a cell of its creation. The Illusion 5e school includes spells that trick the senses or minds of others. They cause people to see objects that are not there, not see something there, hear phantom sonances, or memorize things that never occurred. Among these spells are incorporated invisibility 5e and disguise self.

Illusion 5e Spell List Table

Level Spell Name Edition Casting Time Range Duration Components
Cantrip Minor Illusion 5e 1 Action 30 feet 1 minute S, M
Level 1 Color Spray 5e 1 Action Self (15-foot cone) 1 round V, S, M
Level 1 Disguise Self 5e 1 Action Self 1 hour V, S
Level 1 Distort Value 5e 1 Minute Touch 8 hours V
Level 1 Illusory Script 5e 1 Minute Touch 10 days S, M
Level 1 Silent Image 5e 1 Action 60 feet Concentration, up to 10 minutes V, S, M
Level 1 Unearthly Chorus (UA) 5e 1 Action Self (30-foot radius) Concentration, up to 10 minutes V
Level 2 Blur 5e 1 Action Self Concentration, up to 1 minute V
Level 2 Invisibility 5e 1 Action Touch Concentration, up to 1 hour V, S, M
Level 2 Magic Mouth 5e 1 Minute R 30 feet Until dispelled V, S, M
Level 2 Mirror Image 5e 1 Action Self 1 minute V, S
Level 2 Nathair’s Mischief (UA) 5e 1 Action 60 feet Concentration, up to 1 minute S, M
Level 2 Nystul’s Magic Aura 5e 1 Action Touch 24 hours V, S, M
Level 2 Phantasmal Force 5e 1 Action 60 feet Concentration, up to 1 minute V, S, M
Level 2 Shadow Blade 5e 1 Bonus Action Self Concentration, up to 1 minute V, S
Level 2 Silence 5e 1 Action R 120 feet Concentration, up to 10 minutes V, S
Level 3 Fear 5e 1 Action Self (30-foot cone) Concentration, up to 1 minute V, S, M
Level 3 Hypnotic Pattern 5e 1 Action 120 feet Concentration, up to 1 minute S, M
Level 3 Invisibility To Cameras (UA) 5e 1 Action 10 feet Concentration, up to 1 minute V, S, M
Level 3 Major Image 5e 1 Action 120 feet Concentration, up to 10 minutes V, S, M
Level 3 Phantom Steed 5e 1 Action R 30 feet 1 hour V, S
Level 4 Greater Invisibility 5e 1 Action Touch Concentration, up to 1 minute V, S
Level 4 Hallucinatory Terrain 5e 10 Minutes 300 feet 24 hours V, S, M
Level 4 Phantasmal Killer 5e 1 Action 120 feet Concentration, up to 1 minute V, S
Level 5 Creation 5e 1 Action 30 feet Special V, S, M
Level 5 Dream 5e 1 Minute Special 8 hours V, S, M
Level 5 Mislead 5e 1 Action Self Concentration, up to 1 hour S
Level 5 Seeming 5e 1 Action 30 feet 8 hours V, S
Level 6 Mental Prison 5e 1 Action 60 feet Concentration, up to 1 minute S
Level 6 Programmed Illusion 5e 1 Action 120 feet Until dispelled V, S, M
Level 7 Mirage Arcane 5e 10 Minutes Sight 10 days V, S
Level 7 Project Image 5e 1 Action 500 Miles Concentration, up to 1 day V, S, M
Level 7 Simulacrum 5e 12 hours Touch Until dispelled V, S, M
Level 8 Illusory Dragon 5e 1 Action 120 feet Concentration, up to 1 minute S
Level 9 Weird 5e 1 Action 120 feet Concentration up to 1 minute V, S

Hallucinatory territory 5e

Natural terrain within a 150-foot range can look, sound, and smell like another type of natural terrain. Open fields and roads can look like a hill, crevasse or another difficult terrain. You can make a pond look like a meadow or a slope. Or a gully with rocks like a long, smooth road. The appearance of the artificial structures, equipment, and other creatures in the area isn’t altered.

Hallucinatory territory 5e
Hallucinatory territory 5e

This spell works on both natural terrain and areas that have roads. You could make a field look, sound and smell like a swamp. The Illusion of a swamp could be created by covering a field with badlands. A badlands could look like rolling hills, a hill or a slope, a crevasse, a mountain pass or a road. It was not possible to hide structures or alter the appearance of creatures in the area, so an illusion that included this aspect is more convincing. The subtler the effect, such as making a forest appear darker or a hill steeper, the less likely it is that people in the affected area will notice it. Extreme changes like a grassy field above a lake were immediately seen by anyone who interacted with it.

Because the terrain’s tactile characteristics are the same, creatures that enter the area will likely see through the Illusion. A creature can try an Intelligence check against its spell save DC to see if the Illusion is not obvious. Suppose a creature recognizes the Illusion as it is. In that case, it will see it as an image that has been superimposed on the terrain.

It can make existing structures, such as buildings, appear new or altered to appear different. They cannot appear absent. It can’t change the nature of creatures.

It can make an oasis seem like it’s in a desert, a natural spring smell and appear to be a swamp. Or create a room that appears to be abandoned rather than recently occupied. Although you cannot hide within these structures, it is possible to settle them naturally. You could also use Hallucinatory Terrain to enable the Hide skill. However, it doesn’t inherently hide anyone (as the spell states).

Mental Prison 5e

You intend to bind a creature in an illusory cell that only it can perceive. You must see one creature within your range to make an Intelligence saving throw. If the target is resistant to charm, it succeeds automatically. The spell ends when the target makes a successful save. If the target fails to protect, they take 5d10 psychic damage. You also make the space around them appear more dangerous. You may make the target feel as though it is surrounded by fire, floating razors or hideous maws full of dripping teeth. The target is unable to see or hear beyond the Illusion, regardless of its form. Suppose the target is removed from the Illusion. In that case, the spell ends if the target engages in melee attacks through it. Or it reaches any part of its body through the Illusion.

Mental Prison 5e
Mental Prison 5e

Although it can be frontloaded at level 1, the category’s main strength is its extended spell list and not its category features. It does little more than breathe life into the pact, which is a very obvious intended synergy. A warlock that uses Eldritch blast will still play the game with similar results, if not better. The hexblade can use EB, but it trades off doing more damage on one target until level 14 for fewer useful capabilities from 6-10. Therefore, the level 14 abilities are great on the opposing warlocks. There are many other options, such as removal from combat or 10d10 damage.

Additionally, the target does not get a save after the first one. So you can continue attacking with advantages or spells that focus more on DEX saves for the duration of Mental Prison. Or until it decides enough is enough and attacks/moves to trigger the additional 10d10 psychic damages.

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