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.
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.
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.