Level
3rd
Casting Time
1 Minute Ritual
Range/Area
Touch
Components
V, S, M *
Duration
Instantaneous
School
Transmutation
Attack/Save
None
Damage/Effect

This Spells traps Creatures in a Crystal or Gem for an indefenite amount of time or until the caster decides to release the creature. the creture must be incapacitated, asleep or restrained for the spell to be conducted, the caster must posses a crystal or gem void of any sort of creature or spirit inside to perform the spell.

The caster must touch the incapasitated creature and perform to bind the creature in the crystal, depending of the creature the caster is trying to bind the saves for the spell will varie,

For lesser cretuatures such as small animals, bugs, rats birds etc, the spell will work without the need of any save,

For larger animals such as bears, wolves, gouls, etc, it is required to succeed an intelignece saving throw DC 10 to trap the creture,

For large creatures that lack in telignece such as Hydras, Hippogriffs, cyclops etc, the caster must make 3 inteligence saving throws DC 12 and suceed 2 in order to trap the creature,

For smaller thinking creatures, such as humanoids, lesser devils, goblins etc, the caster must make 5 inteligencce saving throws DC 11 and suceed 3 or 2 , if only two are succeful the creature that is being trapped can attempt a constitution saving throw against your spell DC to break free from the spell if this save is failled the creature breaks free. if 3 are succesful the creture is trapped 

For Large Thinking creatures,  Such as Devils, Dragons,  Demons, Angles, Giants, etc, the caster must make 5 intelignece saving throws DC 14 and suceed on 4, 3 or 2 if only two are succeful the creature that is being trapped can attempt an intelignece saving throw to break free from the spell if this save is failled the creature breaks free. If 3 are successfull the creature can attempt a constitution saving throw to attempt to break free, if 4 are succeful the creture is trapped 

The type of gem or crystal used can greatly affect the efectiveness of the spell, in theory, any crystal can be succesful in trapping a creature but the type of material used can greatly affect the outcome

Using glass, while comon glass shards can be used for the spell if the spell is attempted with these the user must roll the saves at disadvantage

Using Crystals, Using crystals intended for magic, such as the ones you might find in an artificers shop, or a wizards college,  is the proper way to cast this spell, while using these the caster doesn't roll at disavantage on the saves.

Using Gems, gems such as saphires, diamonds, rubies, and other precious stones makes it easier to trap the creatures, when using gems the caster rolls all of the saves with advantage and the creature being trapped must roll at disadvantage 

Using mirros, Mirrors are one of the more tricky ways once can choose to use this spell, the mirror provides advantage for the caster in the saving throws, however on 3 or more failed saves the spell will backfire an the user must suceed on a inteligne or constitution save, or else they will be trapped in the mirror, upon a critical fail they will be trapped in the mirror instantaniously,

Using Gold palted mirrors, Gold plated mirrors ensure the spells works almost every time, thus reducing the succesful saves need to trap the creature to be reduced by 2, however anyone other than the caster standing in a 30ft crisuclar ragnge of the mirror must suceed on a DC 15 inteligence saving throw or be trapped in the mirror as well

When casting at a higher level the saving throws the User makes to trap each creature are increased by 1 for every level avobe third 

* - (Crystal , or Gem Stone)

Available For: Druid (Legacy) Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy) Bard (Legacy) - College of Creation

TheAgelessKnight

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