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*Dungeons & Dragons
Mental prison; power creep, typo or working as intended
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<blockquote data-quote="Rexwell" data-source="post: 7295197" data-attributes="member: 6883569"><p>Okay, lets take it down a notch. I never said anyone's game is going to be irreparably broken with one spell. But:</p><p></p><p> <strong>Disintegrate</strong> to me is a bit like <strong>Fireball/Lightning Bolt</strong> in that they are iconic spells, and intentionally do more damage than typical spells of it's level. So looking at it that way, it's the high bar, not the typical 6th level spell. But even so, a successful save will negate <em>all</em> of it's damage and effects.</p><p></p><p>Other 6th level spells (save made/failed save):</p><p></p><p><strong>Otiluke's Freezing Sphere</strong> 5d6/10d6 in 60' radius</p><p><strong>Sunbeam</strong> 3d8/6d8 + blind for one turn; 5' x 60' line, possible to cast new beam each round for duration</p><p><strong>Chain Lightning</strong> 5d8/10d8 x 3 targets</p><p><strong>Circle of Death</strong> 4d6/8d6 in 60' radius</p><p></p><p></p><p><strong>Mental Prison</strong> is technically 5d10/5d10 +restrained status. But as the movement penalty includes involuntary/forced movement, and this is so easy to inflict (even without the restrained status), it is essentially 5d10/15d10.</p><p></p><p>In addition, since the target gets NO save after the initial one to break the restrained/extra damage effect, you could stretch this out and keep attacking with advantage (or with spells that target DEX saves) for the entire duration of <strong>M</strong><strong>ental Prison</strong> or until the target decides it's had enough and moves/attacks and triggers the extra 10d10 psychic damage.</p><p></p><p>So not only is <strong>Mental Prison</strong>'s damage <em>at least</em> as comparable to other 6th level spells, it's rider effect affords great control not unlike <strong>Otiluke's Resilient Sphere, Banishment</strong> or <strong>Force cage</strong>, except that with <strong>Mental Prison</strong> the target can continue to be attacked (I guess maybe, maybe not with Force Cage).</p><p>Yes, the target can easily end the status/spell but at the cost of 10d10 damage.</p><p></p><p></p><p>So as I mentioned initially, just one of these factors (great damage, unbreakable status effect except through punitive damage, battlefield control) makes for a great spell. <strong>Mental Prison</strong> has it all. Personally, I feel this makes it unbalanced. </p><p></p><p>I didn't start this thread to convince anyone, but to see how others viewed the spell.</p></blockquote><p></p>
[QUOTE="Rexwell, post: 7295197, member: 6883569"] Okay, lets take it down a notch. I never said anyone's game is going to be irreparably broken with one spell. But: [B]Disintegrate[/B] to me is a bit like [B]Fireball/Lightning Bolt[/B] in that they are iconic spells, and intentionally do more damage than typical spells of it's level. So looking at it that way, it's the high bar, not the typical 6th level spell. But even so, a successful save will negate [I]all[/I] of it's damage and effects. Other 6th level spells (save made/failed save): [B]Otiluke's Freezing Sphere[/B] 5d6/10d6 in 60' radius [B]Sunbeam[/B] 3d8/6d8 + blind for one turn; 5' x 60' line, possible to cast new beam each round for duration [B]Chain Lightning[/B] 5d8/10d8 x 3 targets [B]Circle of Death[/B] 4d6/8d6 in 60' radius [B]Mental Prison[/B] is technically 5d10/5d10 +restrained status. But as the movement penalty includes involuntary/forced movement, and this is so easy to inflict (even without the restrained status), it is essentially 5d10/15d10. In addition, since the target gets NO save after the initial one to break the restrained/extra damage effect, you could stretch this out and keep attacking with advantage (or with spells that target DEX saves) for the entire duration of [B]M[/B][B]ental Prison[/B] or until the target decides it's had enough and moves/attacks and triggers the extra 10d10 psychic damage. So not only is [B]Mental Prison[/B]'s damage [I]at least[/I] as comparable to other 6th level spells, it's rider effect affords great control not unlike [B]Otiluke's Resilient Sphere, Banishment[/B] or [B]Force cage[/B], except that with [B]Mental Prison[/B] the target can continue to be attacked (I guess maybe, maybe not with Force Cage). Yes, the target can easily end the status/spell but at the cost of 10d10 damage. So as I mentioned initially, just one of these factors (great damage, unbreakable status effect except through punitive damage, battlefield control) makes for a great spell. [B]Mental Prison[/B] has it all. Personally, I feel this makes it unbalanced. I didn't start this thread to convince anyone, but to see how others viewed the spell. [/QUOTE]
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