I am working on a plot for my first homebrew campaign. I would like a powerful Infernal entity that would be too dangerous to be on this plane, so it was locked into a type of pocket dimension and not able to escape. The idea was if they were simply banished it could come back. I am also looking for some type blood tied spell that might be a scoocum version of Forbbidance maybe or some other ward that would prevent the enity if he gets out of the pocket plane from leaving a location. Since I don't know the spells I don't know where to start.
Since you'll be the DM, there exists a caveat in D&D that you can kind of write what you need. Obviously, don't go overboard with it, but in this type of situation, it's perfectly reasonable not to look for an official spell and instead just come up with a ritual or something that keeps him locked in that can't be replicated by the players because it's too much power. Maybe he needs a key, but that key is kept under guard in a god's chamber. That said, if you really want to use a spell, the hallow comes to mind at the top of my head and could serve as inspiration if nothing else. I may add more later on if I think of one. Alternatively, there are dimensional shackles, which I believe prevent inter-dimensional travel. Hope these help.
I am the DM and understand I could just homebrew my own option. But if something already exists in the d&d world (which gets added to on a monthly basis it seems now) I would prefer to do that. My idea is that my group, which all have coincendentally chosen tragic backstories where their parents have died, are the descendants of the group that imprisoned this entity. They took its weapon of power that it used to channel and focus its powers and broke it. Distributing it to safe places.
As they find pieces they find the true story of their parents and this entity and then realize too late after putting the artifact back together the entity might be released. So I am looking for if there is 1 a spell that can lock something away so it cant get out on its own in a weakened state, 2 a spell that puts up protective barrier that would be tied to the blood of their parents. That way they are needed willing, charmed, or by force to unlock it.
I just dont know enough about magic to know where to look and everything is scattered thru multiple sources. dnd beyond is a great resource, IF you know what it is called. If not, or mispell it you get the "you rolled a 1 screen"
Hallow might be an option for what was used to help corner it into an area. A type of "Gate" spell maybe could have been used to push it into another plane? Then maybe if there is something similar to the "Symbol" spell that involves blood as the trigger with a form of "The scroll of protection" to lock it in this cave, and something like "forbiddance" that would keep it from teleporting out. Yeah I know these are cleric spells, one member comes from a line of clerics.
The issue with these spells is their time limitations. So if there is something with permanent time attached in another class? Or it was a calculated alteration created by an elven wizard? Just not sure where to go to check.
A lot of spells state that if cast in the same spot for a year every day they become permanent. There's no reason not to do that with Magic Circle. Perhaps a very high level mage cast a 9th level spell in that space every day for a year in preparation for capturing the Pit Fiend (or whatever). Getting their "weapon of power" outside of that might be tricky... but could be hand woven in as "story".
Hmmm, I didn't consider preperation time. But if it was prepared ahead of time, wouldn't it be blocked from coming inside it in the first place? Time to continue casting afterwards wouldn't be possible because their parents would have been pursued by its minions trying to get revenge.
So its sounding like there are no blood spells that would work out right? Is that something that can be done maybe with a somehow amped version of the spells I mentioned though? Are there means in Forgotten Realms that boost spells, like in Critical Role they have residuum that can power amp spells.
*Updated*
It looks like Imprisonment might work? And I could use the bloodline of the parents for the dispell component for that maybe?
It looks like Imprisonment might work? And I could use the bloodline of the parents for the dispell component for that maybe?
I would say that the Imprisonment spell most closely fits what you're trying to achieve in concept, especially if you want to use an official spell versus a more vague homebrewed ritual effect. I would go with the HedgedPrison option, which would fit with your idea that this ultra powerful being was locked away from the world as the characters know it. And, since the spell requires a clause to potentially break the spell, your "blood magic" idea would fit very well. The parents that trapped the being might have set the parameters as their own blood had to be used to break the bond. However, while they expected the "prison keys" to be lost with their eventually deaths, the spell views any future descendants as potential keys as well.
While trapped and mostly powerless, your powerful entity is still intelligent and not without some influence. Perhaps, they have minions (i.e., cultists and/or warlocks) that wish to see it released from its imprisonment. Knowing that the PCs are tied to their patrons release, they are working toward capturing/killing the characters. Figure that these interactions could create a multitude of different encounters and adventures.
As for the broken artifact, perhaps it isn't needed to break the imprisonment, since the blood of the characters is the actual condition required. But does everybody actually know that? The PCs should probably expect the artifact to be the needed key, and maybe some of the cultists do as well (which adds to the pressure of needed to find the pieces before the bad guys do). Maybe only the highest levels of the entities followers know that the artifact isn't the key to the prison, but they want the artifact to either appease or control the entity upon its release... In fact, there might be some infighting among the followers, which can add a level of intrigue to what is actually happening.
Umm, I suppose I digressed a bit, but the Imprisonment spell sounds like a really good fit for what you want.
While trapped and mostly powerless, your powerful entity is still intelligent and not without some influence. Perhaps, they have minions (i.e., cultists and/or warlocks) that wish to see it released from its imprisonment. Knowing that the PCs are tied to their patrons release, they are working toward capturing/killing the characters. Figure that these interactions could create a multitude of different encounters and adventures.
That's exactly my plan, that the minions have been searching for them and are the real reason behind recent events in their backstories, unbeknownst to them. New attacks from out of nowhere will also lead to the discovery. Its going to be a slow leak, because they are new, and only level 4 still. As for the artifact, I'm thinking the notes/clues won't be clear why the pieces were separated. I noticed the Imprisonment spell might allow them to still talk telepathically to something within its range. Thus someone might be going to the cave for directions.
Thanks for the help everyone. Now, I am looking for a nasty fiend, I'm guessing a demon that needed to be secluded and not allowed to even get back to the Nine Hells.
I am working on a plot for my first homebrew campaign. I would like a powerful Infernal entity that would be too dangerous to be on this plane, so it was locked into a type of pocket dimension and not able to escape. The idea was if they were simply banished it could come back. I am also looking for some type blood tied spell that might be a scoocum version of Forbbidance maybe or some other ward that would prevent the enity if he gets out of the pocket plane from leaving a location. Since I don't know the spells I don't know where to start.
Thanks.
Since you'll be the DM, there exists a caveat in D&D that you can kind of write what you need. Obviously, don't go overboard with it, but in this type of situation, it's perfectly reasonable not to look for an official spell and instead just come up with a ritual or something that keeps him locked in that can't be replicated by the players because it's too much power. Maybe he needs a key, but that key is kept under guard in a god's chamber. That said, if you really want to use a spell, the hallow comes to mind at the top of my head and could serve as inspiration if nothing else. I may add more later on if I think of one. Alternatively, there are dimensional shackles, which I believe prevent inter-dimensional travel. Hope these help.
(apologies, this got long)
I am the DM and understand I could just homebrew my own option. But if something already exists in the d&d world (which gets added to on a monthly basis it seems now) I would prefer to do that. My idea is that my group, which all have coincendentally chosen tragic backstories where their parents have died, are the descendants of the group that imprisoned this entity. They took its weapon of power that it used to channel and focus its powers and broke it. Distributing it to safe places.
As they find pieces they find the true story of their parents and this entity and then realize too late after putting the artifact back together the entity might be released. So I am looking for if there is 1 a spell that can lock something away so it cant get out on its own in a weakened state, 2 a spell that puts up protective barrier that would be tied to the blood of their parents. That way they are needed willing, charmed, or by force to unlock it.
I just dont know enough about magic to know where to look and everything is scattered thru multiple sources. dnd beyond is a great resource, IF you know what it is called. If not, or mispell it you get the "you rolled a 1 screen"
Hallow might be an option for what was used to help corner it into an area. A type of "Gate" spell maybe could have been used to push it into another plane? Then maybe if there is something similar to the "Symbol" spell that involves blood as the trigger with a form of "The scroll of protection" to lock it in this cave, and something like "forbiddance" that would keep it from teleporting out. Yeah I know these are cleric spells, one member comes from a line of clerics.
The issue with these spells is their time limitations. So if there is something with permanent time attached in another class? Or it was a calculated alteration created by an elven wizard? Just not sure where to go to check.
I appreciate any advise.
A lot of spells state that if cast in the same spot for a year every day they become permanent. There's no reason not to do that with Magic Circle. Perhaps a very high level mage cast a 9th level spell in that space every day for a year in preparation for capturing the Pit Fiend (or whatever). Getting their "weapon of power" outside of that might be tricky... but could be hand woven in as "story".
Hmmm, I didn't consider preperation time. But if it was prepared ahead of time, wouldn't it be blocked from coming inside it in the first place? Time to continue casting afterwards wouldn't be possible because their parents would have been pursued by its minions trying to get revenge.
So its sounding like there are no blood spells that would work out right? Is that something that can be done maybe with a somehow amped version of the spells I mentioned though? Are there means in Forgotten Realms that boost spells, like in Critical Role they have residuum that can power amp spells.
*Updated*
It looks like Imprisonment might work? And I could use the bloodline of the parents for the dispell component for that maybe?
I would say that the Imprisonment spell most closely fits what you're trying to achieve in concept, especially if you want to use an official spell versus a more vague homebrewed ritual effect. I would go with the Hedged Prison option, which would fit with your idea that this ultra powerful being was locked away from the world as the characters know it. And, since the spell requires a clause to potentially break the spell, your "blood magic" idea would fit very well. The parents that trapped the being might have set the parameters as their own blood had to be used to break the bond. However, while they expected the "prison keys" to be lost with their eventually deaths, the spell views any future descendants as potential keys as well.
While trapped and mostly powerless, your powerful entity is still intelligent and not without some influence. Perhaps, they have minions (i.e., cultists and/or warlocks) that wish to see it released from its imprisonment. Knowing that the PCs are tied to their patrons release, they are working toward capturing/killing the characters. Figure that these interactions could create a multitude of different encounters and adventures.
As for the broken artifact, perhaps it isn't needed to break the imprisonment, since the blood of the characters is the actual condition required. But does everybody actually know that? The PCs should probably expect the artifact to be the needed key, and maybe some of the cultists do as well (which adds to the pressure of needed to find the pieces before the bad guys do). Maybe only the highest levels of the entities followers know that the artifact isn't the key to the prison, but they want the artifact to either appease or control the entity upon its release... In fact, there might be some infighting among the followers, which can add a level of intrigue to what is actually happening.
Umm, I suppose I digressed a bit, but the Imprisonment spell sounds like a really good fit for what you want.