You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn't need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the target.
When you cast the spell, you choose one of the following forms of imprisonment.
Burial. The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it.
The special component for this version of the spell is a small mithral orb.
Chaining. Heavy chains, firmly rooted in the ground, hold the target in place. 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 is a fine chain of precious metal.
Hedged Prison. The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be 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 is a miniature representation of the prison made from jade.
Minimus Containment. The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can't be cut or broken while the spell remains in effect.
The special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby.
Slumber. The target falls asleep and can't 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 can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the GM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature's name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points.
A dispel magic spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the special component used to create it.
You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding.
* - (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)
Your Spell save DC. Should be around 19 or maybe 20, depending on your Magic Items, DM, etc.
Can't the person affected by this spell cast dispel magic (9th level) on it?
It does have a cost though: "worth at least 500 gp per Hit Die of the target"
For a PC that's 500 gp times character level.
The material component is "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"
The special component has a cost. The vellum depiction or carved statuette doesn't have a cost. You need the special component, but you can use a spellcasting focus in place of the vellum depiction or carved statuette.
Why does this matter? The special component is version-specific, but it isn't target-specific like the depiction or statuette. A spellcasting focus lets you target creatures without having to carve a little statue first.
Ooh, my bad, I thought the special component was part of the statue. RAW it would allow a focus for the statue, but personally I'd rule it so the statue has to be made because it's so specific. It could be made during off time, though, and without external help, but it has to be announced so the DM knows.
I assume that if someone is imprisoned that they can't dispel the prison, but in the case of the Minimus Containment, could the imprisoned person talk to someone outside of the gem? It says that "light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel." So if someone comes across one of these gems, they would be able to see someone is trapped inside it, but would they be able to communicate? It doesn't say anything about sound not passing through the gem.
Spellcasting DC
Could one, theoretically, cast two Imprisonments on the same target with different effects? Like, say, Slumber and Chains?
So for each option you need “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,” but how on earth is a PC supposed to know the amount of Hit Dice others have?
Be it something they're prepping for for an enemy they’ve already met or prepping for an unknown enemy they haven’t met yet, are you just expected to pay 10,000 gp (500 gp times 20 Hit Die) per special component? That’s 60,000 gp if you do all six options. Do you just have to assume you’ll have to pay the full 10,000 gp for each special component because they added that stipulation about Hit Dice?
I'd assume yes unless they're under the "Slumber" effect. "Chaining" could also prevent a spellcaster from casting dispel magic if the DM rules that the chains bind their arms and prevent the user from being able to do the somatic components of dispel magic. I can't imagine a case where the chains would just trap their feet. I always picture chaining being akin to Tai Lung's prison from Kung Fu Panda but better. No hands, no feet, hell your head probably can't move either.
Or you can just use True Polymorph to turn your enemy into a tiny statue of themselves or a leather shoe or a stylish hat then concentrate on it for an hour... effectively imprisoned until someone dispels it.
doesn't say it, doesn't do it, you CAN communicate with them
do you not know how Arcane focuses work?, any material component without a gold cost is rendered unnecessary, ie, the vellum/statuette.
Like most spells, it is likely the Spell Save DC of the caster.
Sequester is better for self target.
For minimus containment would items the target is wearing or holding also shrink and be contained?
Live forever with 2 spells and 3 castings
1. Trap a Gargauntuan creature in the tower option make the tower comfortable to your taste and include a window looking out onto something.
1.5. Hope the creature doesn't mess up your nice new tower
2. Murder the creature in the tower (hope this works)(plane shift anyone?)
3. Now you have a tower to live in that is very large and nice
Does this work?
Maybe
Can you make a second tower in that plane and then go through the windows with fly to live in a lavish tower forever with whatever you want in it?
That's the premise of this comment so I hope so
Unfortunately not, the spell specifies that the demiplane is guarded against ALL planar travel, including your own. I suppose Demiplane is a good alternative.
Alright, hear me out:
Imprison a god, demiplane style
rules for being un-imprisoned are "I speak its name"
Jump off a cliff.
You have just imprisoned God and they have no way of escaping unless someone really wants him to be free.
I wonder if The Chained Oblivion had this cast on them?