You create a Magical
restraint to hold a creature that you can see within range. The target must succeed on a Wisdom
saving throw or be bound by the spell, if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn't need to breathe, eat, or drink, and it doesn't age. Divination Spells
can't locate or perceive the target.
When you cast the spell, you choose one of the following forms of imprisonment.
Burial: The target is entombed far beneath the earth in a Sphere
force that is just large enough to contain the target. Nothing can pass through the Sphere
, nor can any creature Teleport
or use planar Travel
to get into or out of it.
component for this version of the spell is a small mithral orb.
chains, firmly rooted in the ground, hold the target in place. The target is Restrained
until the spell ends, and it can't move or be moved by any means until then.
component for this version of the spell is a fine chain of precious metal.
Hedged Prison: The spell transports the target into a tiny Demiplane
that is warded against teleportation and planar Travel
. The Demiplane
can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice.
component for this version of the spell is a miniature representation of the prison made from jade.
Minimus Containment: The target shrinks to a height of 1 inch and is Imprisoned
inside a gemstone or similar object. Light
can pass through the gemstone normally (allowing the target to see out and other Creatures
to see in), but nothing else can pass through, even by means of teleportation or planar Travel
. The gemstone can't be cut or broken while the spell remains in Effect
component for this version of the spell is a large, transparent gemstone, such as a corundum, Diamond
, or ruby.
Slumber: The target falls asleep and can't be awoken.
component for this version of the spell consists of rare soporific herbs.Ending
the Spell: During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the DM must agree that the condition is reasonable and has a likelihood of coming to pass. The Conditions
can be based on a creature's name, identity, or deity but otherwise must be based on observable ACTIONS
or qualities and not based on intangibles such as level, class, or Hit Points
A Dispel Magic
spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the Special
component used to create it.
You can use a particular Special
component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding.