Hello magic casters of all shapes and sizes! Welcome to my spellbook and thank you so much for checking out 52nd episode of our 2nd level spell series over here at my spellbook. Now today we’re gonna be taking a look at dnd 5e mind thrust. This is a very interesting spell, it works in a pretty complicated way, to be honest we haven’t covered anything like it yet. So bear with me.
It has found in unearthed arcana so it’s not quite road legal yet, it’s only play testable so if you’re planning on using this please run a past your DM because honestly i don’t think i’d allow it in my games but it kind of depends on circumstances that i don’t really know how well it plays. So if you’ve used it please comment down beneath with your experience because i’ve no baseline and operate with this one. So i do apologize.
Mind thrust is usable by the sorcerer and the wizard as well which is good. Their classes that kind of deserve it but once again it’s hard to say what subclasses will get it or what other classes will get it until it makes it out of unearthed arcana or even if it never will i’m not too sure. In any case let’s take a quick look at its mechanics so you know what we’re talking about.
- Level: 2nd
- Damage: 3d6
- Casting Time: 1 Action
- Range/Area: 90 ft
- Components: V
- Duration: 1 Round
- School: Enchantment
- Attack/Save: INT Save
- Damage/Effect: Psychic
Your damage is 3d6 there’s no real way to add to that which is fine but just so we know. The effect at a glance is as followed: On a failed save, the target cannot take a reaction until their next turn. On their next turn they can either move, take an action, or take a bonus action. Only one which is rally interesting right!
The cast time is one action, the range is 90ft which is quite good, the duration is one round and it is not concentration, the components are just verbal which is really interesting because it means you can cast it while bound which is really neat.
The saving throw is also intelligent which is great there’s not a whole lot of in base spells out there so this is a very cool one. On a success they take half damage and there’s no effect. Which is okay i guess.
When casting at a higher level, you can target one additional creature for each spell slot level above 2nd, so long as they are within 30ft. Which i consider that to be a little bit broken but whatever.
The school is enchantment and the damage type is psychic. Which is none too surprising. Now let’s take a look at the full description here and then kind of break this down a little bit more.
You basically thrust a lance of psychic disruption into a mind of creature that you can see within a range. However the target should make an intelligence saving throw. Of course on a failed save, the target shall take 3d6 psychic damage and also it can’t take a reaction until unless an end of its next turn.
Moreover, one its next turn, it should select whether it gets a move, an action, or else a bonus action; it basically gets only one of the three. Mainly on a successful save, the target takes half as much damage and also suffers none of the spell’s other effects.
At higher levels
Whenever you cast this spell by using the spell slot of 3rd level or higher, you could easily target one additional creature for each slot level above 2nd. The creatures should be within a 30 foot of each other when you actually target them.
Very cool stuff! so basically on the turn you hit them they don’t get a reaction. You do damage and it’ll go to reaction and then on the next turn and they can only pick an action, bonus action or movement. Which is really really cool, i actually really like that.
I think it’s a cool concept to play with but i don’t know how i feel about it being a second level spell and i think the fact that if you up cast you can target more than one person i don’t really know how i feel about it in terms of bounds.
That being said, i don’t really have any frame of reference because i’ve never play tested it so i really don’t know. So once again if you have please mention it down beneath because i’m really curious.
A lot of these psychotic ones are criticized for being too good. I don’t think this is the best second level spell out there but still pretty good. In any case let’s take a look at some alternative uses for it.
So, i think probably the best alternative use is kind of using it to hedge your bets in terms of any plans you might have. I think this is a great way to make sure someone is kind of not really a threat, right! Through that same extension this is a great way to balance encounters a little bit better for yourself.
What i mean by that is this essentially allows you to remove a person, more or less entirely from the fight. Especially if you distance yourself far away from them. What i mean by that is if you distance them and they’re a melee fighter especially, they have to move to a closer to you and if you move you can’t take an action or a bonus action so it’s pretty cool.
Another used to be using it to get away, the main reason for this is one the turn you hit them they don’t have a reaction so they can’t take an attack of opportunity if you leave their area of reach. So i think that’s probably the best ways of using this spell. If you can think of any others though please put them down beneath in the comment section.
Feel free to mention any questions, comments, thoughts or concerns you have down there. That being said, thank you so much everyone, i really do appreciate your time, i hope you all have a wonderful day and as always happy casting everyone.