Tasha’s Mind Whip 5E Guide | Tasha’s Cauldron Enchantment Spell
Tasha’s Mind Whip is yet another Tasha-flavored spell straight out of her cauldron. Like most of her spells, this is more than just your standard blast of damage. Learn more by diving into our Tasha’s Mind Whip 5E Guide.
Tasha’s Mind Whip 5E Guide
- Level: 2nd
- School: Enchantment
- Casting Time: 1 Action
- Range: 90 ft
- Components: V
- Duration: 1 Round
- Class: Sorcerer, Wizard
You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell’s other effects.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
Spell Breakdown
For any spellcasters that like to combine their magic with more practical ways of dealing damage, this is the spell for you. Tasha’s Mind Whip is a 2nd-level Enchantment spell which means you can get it fairly early on. It’s got a 90 foot range, takes 1 action to cast and it lasts for 1 round. So all in all the act of using the spell is fairly standard.
Tasha’s Mind Whip is actually a really cool spell. It lets you psychically lash out at a creature. If that creature fails an Intelligence saving throw it takes 3d6 Psychic damage. Plus it forces them to make a choice on their next move of either moving, attacking or using a bonus action. Which makes it a great spell to use against a tough enemy and severely lowers their choices in their next run. Plus that 90 foot range makes it fantastic for dealing with any creatures that are pretty far away from you. If the creature manages to succeed on the saving throw it only takes half of the damage it would and doesn’t suffer from the other effects.
At higher levels this spell gets really impressive and can deal a lot more damage. If you use it in a spell slot that is higher than 2nd-level you can target an additional creature for every extra level. Which means it can eventually be used as a crowd control spell. The only catch is that the creatures need to be within 30 feet of each other for this to happen.
Conclusion
That wraps up our Tasha’s Mind Whip 5E Guide. Did we miss anything? If so, let us know in the comment section below.