Imprisonment 5e

You create a magic prison, imprisoning a creature you can see within the cast range. The target must make a Wisdom save.

Imprisonment

  • Level: 9
  • Casting time: 1 Minute
  • Range: 30 feet
  • Components: V, S, M
  • Duration: Until dispelled

If the save fails, it is imprisoned by the spell; if a creature successfully passes the save, if you cast the spell again, it is immune to the spell.

When imprisoned by this spell, the target creature does not need to breathe, eat, drink, or grow old. Prophecy spells also cannot locate or perceive the target. You choose a form of prison from the following options when casting this spell:

Burial. The target is buried deep in a spherical magic field far from the surface, and its size is just enough to cover the target.

Nothing can pass through the force field, and no creature can enter or leave the force field through teleport or plane travel.The special material required for this version of the spell is a Mithril Ball.

Chaining. The heavy chain is firmly planted deep in the ground, holding the target in place. The target is bound until the spell ends, during which it cannot be moved or moved in any way.

The special material required for this version of the spell is a delicate precious metal chain.

Hedged Prison. This spell teleports the target to a small half-plane that isolates teleportation and plane travel. The half plane can be a maze, a cell, a tower, or any claustrophobic building or area of ​​your choice.

The special material required for this version of the spell is a jade prison miniature model.

Minimus Containment. The target is reduced to 1 inch high and imprisoned in a gem or similar object. The light can penetrate the gemstone normally (this allows the target to see the outside and other creatures to see the inside), but nothing else can enter or leave the gemstone, even by means of teleportation or plane travel. As long as the spell is still in effect, the gem cannot be cut or broken.

The special material required for this version of the spell is a large piece of transparent gemstone, such as corundum, diamond or ruby.

Slumber. The target fell asleep and could not be awakened. The special material required for this version of the spell is the rare hypnotic herb.

Terminate the spell. No matter which version of the spell, you can set a condition for the spell to terminate and release the target during the casting process.

This condition can be set to the degree of clarity or complexity according to your wishes, but the rationality and achievability of the condition must be approved by the DM.

This condition can be set based on a creature’s name, identity, or divinity, but otherwise must be based on observable behavior or characteristics, not on intangibles such as rank, occupation, or health.

The spell dispel magic can terminate the spell, but it only works when using a 9th-level spell slot and casting it against a prison or a special substance that creates a prison effect.

You can only create one prison using the same special material at the same time. If you use the same material to cast the spell again, the previously imprisoned creature is immediately released from its imprisonment and freed.