Would this combination of spells work to defeat (but not kill) an opponent? I'm going for RAI here. Of course, most DMs probably wouldn't allow it, but still:
1: Charm person (This succeeds in this idea)
2: Sequester (Charm person makes them "willing")
3: Imprisonment (This also succeeds for the purpose of the idea. Any imprisonment except chaining, minimus containment, or slumber works)
4: Leomund's Secret Chest (Put the material component into the chest, send into ethereal plane, end spell)
Again, I wouldn't expect this to work with a sane DM, but theoretically. Also, if it would work, any imprisonment condition ideas? For sequester, maybe bring it outside a town or city and set condition as "When this [material component for imprisonment] enters [town or city]".
A Charm Person is not what that other thread is about, because Charm Person doesn't force anyone to do anything... just makes them more friendly.
If you tried to persuade your charmed friend to agree to a Sequester, they might agree, or they might not. Probably some kind of persuasion check there... they could be willing. Or maybe you don't tell them what spell you're casting, "I'm going to cast something to help you, don't resist!" Could work.
You're two rounds in, and have burned a first and seventh level spell... now comes the ninth, to cast Imprisonment. Of course, you'll need to also have See Invisibility up or something, because Sequester made them Invisible so you can't "see" them at all... so a first, second, and seventh level spell, and probably three rounds. You now take a full minute to cast your ninth level Imprisonment (we're up to round 14 or so when it goes off), and the creature may or may not actually fail that Wisdom saving throw, no guarantees! If they do, sure go ahead and banish them underground or whatever...
Then you hide your special component with a Secret Chest, a fourth level spell that's easy enough to cast I suppose, fine. You'll probably lose it eventually, once enough time passes, and it'll be DM fiat at that point who finds it and what they do with it, so you've gone through all this effort (and a great deal of gold for the Imprisonment to leave the BBEG in the DM's pocket to bring back whenever they want to with plot devices.
Feels like an very complicated goldberg machine of a setup, just kill the villain, or Wish for them to vanish forever, or whatever. :)
1): I hope I remember where they were when i casted sequester, bc otherwise...
2): I looked through the MM at a couple strong CR monsters, none have the most powerful wisdom score. If I have INT 20, the DC is 19 by that time. Maybe the max I saw in the MM was a +4 mod. That's still about a 75% chance of success. Even better if I get a Tome of Clear Thought, which would raise the base DC to 20 with just one. Worst case, there's another day.
3): Fine. I'll also cast sequester on the component or something. That's my 7th, possibly 8th, and 9th lvl slots, but wut the heck. It takes care of most.
It's like a Rick roll at this point. "What could this ambiguously titled thread be about?" I wonder. But it's just the same "what does 'willing' mean" debate again.
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Would this combination of spells work to defeat (but not kill) an opponent? I'm going for RAI here. Of course, most DMs probably wouldn't allow it, but still:
1: Charm person (This succeeds in this idea)
2: Sequester (Charm person makes them "willing")
3: Imprisonment (This also succeeds for the purpose of the idea. Any imprisonment except chaining, minimus containment, or slumber works)
4: Leomund's Secret Chest (Put the material component into the chest, send into ethereal plane, end spell)
Again, I wouldn't expect this to work with a sane DM, but theoretically. Also, if it would work, any imprisonment condition ideas? For sequester, maybe bring it outside a town or city and set condition as "When this [material component for imprisonment] enters [town or city]".
Idea credit goes to this, and all its comments.
See other thread about whether (1) makes them willing to have spells cast on them...
https://www.dndbeyond.com/forums/dungeons-dragons-discussion/rules-game-mechanics/44776-if-you-charm-someone-are-they-willing-for-spells
A Charm Person is not what that other thread is about, because Charm Person doesn't force anyone to do anything... just makes them more friendly.
If you tried to persuade your charmed friend to agree to a Sequester, they might agree, or they might not. Probably some kind of persuasion check there... they could be willing. Or maybe you don't tell them what spell you're casting, "I'm going to cast something to help you, don't resist!" Could work.
You're two rounds in, and have burned a first and seventh level spell... now comes the ninth, to cast Imprisonment. Of course, you'll need to also have See Invisibility up or something, because Sequester made them Invisible so you can't "see" them at all... so a first, second, and seventh level spell, and probably three rounds. You now take a full minute to cast your ninth level Imprisonment (we're up to round 14 or so when it goes off), and the creature may or may not actually fail that Wisdom saving throw, no guarantees! If they do, sure go ahead and banish them underground or whatever...
Then you hide your special component with a Secret Chest, a fourth level spell that's easy enough to cast I suppose, fine. You'll probably lose it eventually, once enough time passes, and it'll be DM fiat at that point who finds it and what they do with it, so you've gone through all this effort (and a great deal of gold for the Imprisonment to leave the BBEG in the DM's pocket to bring back whenever they want to with plot devices.
Feels like an very complicated goldberg machine of a setup, just kill the villain, or Wish for them to vanish forever, or whatever. :)
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I'm going to make this way harder than it needs to be.
Couple things:
1): I hope I remember where they were when i casted sequester, bc otherwise...
2): I looked through the MM at a couple strong CR monsters, none have the most powerful wisdom score. If I have INT 20, the DC is 19 by that time. Maybe the max I saw in the MM was a +4 mod. That's still about a 75% chance of success. Even better if I get a Tome of Clear Thought, which would raise the base DC to 20 with just one. Worst case, there's another day.
3): Fine. I'll also cast sequester on the component or something. That's my 7th, possibly 8th, and 9th lvl slots, but wut the heck. It takes care of most.
It's like a Rick roll at this point. "What could this ambiguously titled thread be about?" I wonder. But it's just the same "what does 'willing' mean" debate again.