Imprisonment (Revised)

9th-level abjuration

Casting Time:
1 action
Range:
30 feet
Components:
V, S, M (a vellum depiction or a carved statuette in the likeness of the target bound in rope)
Duration:
Until dispelled
Classes:
Warlock, Wizard

You create a magical restraint that holds a creature that you can see within range. 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 this spell, you choose one of the following forms of imprisonment. A special component that represents the spell’s effect appears in your hand.

Burial. The target is entombed far beneath the earth in a sphere of magical 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.

The special component for this version of the spell is a small mithral orb.

Chaining. Heavy 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.

The special 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.

The special 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.

The special 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.

The special component for this version of the spell consists of rare soporific herbs.

Ending the Spell. During the casting of the spell, you can specify a condition that will cause the spell to end and release the target, either at the place they were at when the spell was cast, or at the location of the spell’s special component. 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 it creates.

A creature affected by this spell must make a Wisdom saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it remains trapped by the spell for the duration. The successes and failures don’t need to be consecutive; keep track of both until the target collects
three of a kind.

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Imprisonment (Reworked)

9th-level abjuration

Casting Time:
1 action
Range:
30 feet
Components:
V, S, M (a vellum depiction or a carved statuette in the likeness of the target bound in rope)
Duration:
Until dispelled
Classes:
Warlock, Wizard

You magically confine a creature that you can see within range. When you cast this spell, you can apply any of the below effects to the creature (the DM can grant additional effects of your choice on request). These effects persist until the spell ends.

Bound. The target is restrained (e.g. with heavy chains), and can’t move or be moved.

Displaced. The target can’t be located or perceived by Divination spells.

Dormant. The target falls asleep and can’t be woken up by any means.

Needless. The target doesn’t need to breathe, eat, or drink, and doesn’t age.

Nullified. The target is unable to cast any spells or use any magical effects.

Numbed. The target loses any senses of your choice, including unique senses such as truesight.

Reduced. The target shrinks down to a minimum height of 1 inch.

Tethered. The target cannot teleport, or travel to different planes.

You also contain the creature in an unbreachable prison, warded against teleportation and planar travel. The prison protects them from all harm, and blocks all magical effects. You can shape it in the following ways.

Amenities. The prison can provide the creature any requested sustenance (permitted and revokable by you).

Location. The prison can be created deep underground, in a personal demiplane, or any other unoccupied space.

Size. The prison can be as small as the creature it’s holding, or as large as a mighty fortress.

Ending the Spell. During the casting of the spell, you can specify a condition that will cause the spell to end and release the target. 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 the prison or creature.

A creature affected by this spell must make a Wisdom saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it remains trapped by the spell for the duration.

The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.

astral_binding bg_stain_2

Artwork (In Order of Appearance)