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Mental Inhibition

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Mental Inhibition is a passive feature that tires out a mind targeted by the ring's wearer.

Description

When a foe fails a Saving Throw Saving Throw against one of your spells or actions, they gain Mental Fatigue Mental Fatigue for 2 turns.

Condition: Mental Fatigue

Mental Fatigue Mental Fatigue

Duration Icons.pngDuration: 2 turns

  • Affected entity has a -1 penalty to Wisdom, Intelligence and Charisma saving throws for every turn remaining.
  • When it fails a Wisdom, Intelligence, or Charisma saving throw while having 5 or more turns of this condition remaining, the entity takes 1d4⁠Psychic⁠PsychicDRS damage and is no longer mentally fatigued.
  • Mental Fatigue has a maximum Duration Icons.png Duration: 7 turns.

How to learn

Granted by the equipment:

Notes

  • Mental Fatigue Mental Fatigue is not applied on saving throws made to shake off an effect. For example, if a creature is under the effect of Hold Person Hold Person, it makes a Wisdom saving throw at the end of each turn to end the effect. Failing that saving throw does not apply Mental Fatigue.
  • As of Patch 2 Hotfix 5, the condition is not applied to failed saves from weapon passive effects, coatings, clouds, or wall spells, such as Cloudkill Cloudkill, Stinking Cloud Stinking Cloud, or Wall of Fire Wall of Fire. In these cases, the saving throw appears to be against the area of effect instead of the caster.[verify]

Bugs

  • Despite the description, Mental Inhibition also applies to allies.