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Imprisonment
1 Minute 9 |
Spell
36.09

You create a magical prison for a creature you can see within range. The target must fail a Contesting Roll or become bound by the spell. If it succeeds, it becomes immune to this spell from you. While imprisoned, the target does not need to breathe, eat, or drink, does not age, and cannot be located or perceived by divination magic.

When you cast the spell, choose one form of imprisonment:

  1. Burial: The target is sealed deep beneath the earth inside a magical force sphere just large enough to contain it. Nothing can pass through the sphere, and teleportation or planar travel cannot enter or leave it. This version requires a small mithral orb.
  2. Chaining: Heavy magical chains rooted into the ground restrain the target. The target cannot move or be moved by any means until the spell ends. This version requires a fine chain of precious metal.
  3. Hedged Prison: The target is transported into a tiny warded demiplane, such as a maze, cage, tower, or similar prison. Teleportation and planar travel cannot escape it. This version requires a miniature jade prison.
  4. Minimus Containment: The target shrinks to 1 inch tall and is trapped inside a gemstone. Light can pass through, but nothing else can enter or leave, even by teleportation or planar travel. The gemstone cannot be broken while the spell lasts. This version requires a large transparent gemstone.
  5. Slumber: The target falls asleep and cannot be awakened. This version requires rare soporific herbs.

When casting the spell, you may define a reasonable release condition approved by the GM. The condition can be specific or elaborate, but it must be based on observable actions or qualities, not abstract traits like level, class, or Vitality.

Dispel Magic can only end this spell if cast as a 9th-level spell, targeting either the prison or the special component. Each special component can maintain only one prison at a time. If you use the same component to cast the spell again, the previous target is immediately freed.

You speak the incantation; luminous chains emerge, binding the target tightly. The magical restraints glow with arcane energy, encasing them in a radiant cage that holds them immobile and concealed from the outside world.

  • Spell Info:
  • Spell Sphere: Arcane
  • Spell Circle: Circle of Abjuration
  • Components: 
  • Casting Time:  1 Minute

  • Parameters:
  • Range:

  • Contesting Roll:
  • vs.

  • Ability choices:
  • Imprisonment: Burial
    1 Minute 9
  • Imprisonment: Chaining
    1 Minute 9
  • Imprisonment: Hedged Prison
    1 Minute 9
  • Imprisonment: Minimus Containment
    1 Minute 9
  • Imprisonment: Slumber
    59.4 1 Minute 9

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