Imprisonment 5e

You create a magical prison that imprisons a creature within casting distance that you can see. The target must make one perceptual immunity, and if it fails immunity it is imprisoned by the spell; for a creature that successfully passes immunity, it is immune to the spell if you cast the spell on it again.

Imprisonment 5e

Level: 9th

Classes: Wizard, Warlock

Casting Time: 1 minute

Range: 30 feet

Components: V, S, M

Duration: Until dispelled

While imprisoned by the spell, the target creature does not need to breathe, eat or drink, or grow old. The prophecy spell also cannot locate or perceive the target. You choose a form of imprisonment from the following options when casting the spell.


The target is buried deep within a spherical magical force field just large enough to envelop it, far from the surface. Nothing can pass through this force field, and no creature can enter or leave the force field via teleportation or planar travel. The special material required for this version of the spell is a small sphere of secret silver.


Heavy chains are firmly planted deep in the earth, imprisoning the target in place. The target is bound until the spell ends, during which time it cannot move or be moved in any way. The special material required for this version of the spell is a fine chain of precious metal.

Hedged Prison

This spell teleports the target to a small half-plane isolated from teleportation and bit travel. The half-deck can be a labyrinth, a cell, a tower, or any claustrophobic building or area of your choosing. The special material required for this version of the spell is a jade miniature model of a prison minimus.

Minimus Containment

The target is reduced to 1″ and imprisoned in a gemstone or similar object. Light can pass through the gem normally (which allows the target to see outside and other creatures to see inside), but nothing else can enter or leave it, even by means of teleportation or planar travel. As long as the spell remains in effect, the gem cannot be sliced or broken. The special material required for this version of the spell is a large, transparent gemstone such as corundum, diamond, or ruby.


The target is unconscious and cannot be awakened. This version of the spell requires a rare hypnotic herb.

Terminate Spell

Regardless of the version of the spell, you may set a condition during the casting of the spell that causes it to end and release the target. This condition may be as explicit or complex as you wish, but the DM must approve the condition as reasonable and achievable. The condition may be based on a creature’s name, status, or deity, but must otherwise be based on observable behavior or traits, not on intangibles such as class, profession, or life points.

dispel magic can terminate the spell, but it only works if you use a 9-ring spell bit and cast it against a prison or against a special substance that creates a prison effect. You can only create one prison at a time using the same special material. If you use the same material to cast the spell again, the previously imprisoned creature is immediately freed from its confinement and restored to freedom.