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In imprisonment you would like to make a magical restraint, this may hold the creature which is within the actually mentioned range. The target must follow some having to be followed by the spell. When the creature is suffering from the breath, it doesn’t get to breathe or eat. Another thing is, it doesn’t age also. The Imprisonment 5e spell cannot locate any target.

When you cast the spell, you select one among the subsequent sorts of imprisonment.

Burial: The target is entombed far beneath the world during a Sphere of magical force that’s just large enough to contain the target. Nothing can undergo the Sphere, nor can any creature Teleport or use Planar visit get into or out of it.

The Special component for this version of the spell may be a small mithral orb.

 

Imprisonment 5E Spell

Imprisonment 5E Spell

  • Casting Time: 1 minute
  • Range: 30 feet
  • Components: V S M (A vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 GP per Hit Die of the target)
  • Duration: Until dispelled
  • Classes: Warlock, Wizard

Imprisonment 5E Spell

Imprisonment 5E Spell

Chaining: Heavy chains, firmly rooted within the ground, hold the target in situ. 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 may be a fine chain of valuable.

Hedged Prison: The spell transports the target into a small Demiplane that’s warded against teleportation and Planar Travel. The Demiplane is often 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 may be a miniature representation of the prison made up of jade.

Minimus Containment: The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can undergo the gemstone normally (allowing the target to ascertain out and other creatures to ascertain in), but nothing else can undergo, even by means of teleportation or Planar Travel. The gemstone cannot be cut or broken while the spell remains in effect.

The Special component for this version of the spell may be a large, transparent gemstone, like corundum, diamond, or ruby.

Slumber: The target falls asleep and cannot 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, in any of its versions, you’ll specify a condition which will cause the spell to finish and release the target. The condition is often as specific or as elaborate as you select, but the DM must agree that the condition is cheap and features a likelihood of coming to pass. The Conditions are often supported by a creature’s name, identity, or deity but otherwise must be supported by observable Actions or qualities and not supported intangibles like level, class, or Hit Points.

A Dispel spell can end the spell as long as it’s cast as a 9th-level spell, targeting either the prison or the Special component wont to create it.

You can use a specific Special component to make just one prison at a time. If you cast the spell again using an equivalent component, the target of the primary casting is instantly free of its binding.