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)
Question. In the Burial option, if it gets dispelled, is the target still trapped underground or do they just pop back to where they were Imprisoned?
That won’t work because now they’re an object. True polymorph is the prison. Something better if it did would be to turn them into the expensive special component, and then use them as a material component to imprison them. Look at minimus containment and you can see how reality-breaking it is, which is why it doesn’t work
Or just save coin by turning them to a frog, then using a 500 gold component instead of 10000.
I want to point out something interesting:
"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."
Not "must."
Would that make Sul Khatesh the most expensive monster to cast the spell on (having 50d10+200)?
50 Ă— 500 = 25000gp
That is assuming "per Hit Die" meaning the Number of dice rolled for HP.
What does Hit dice mean for monsters?
The vellum and/or the version specific component need to add up to the 500gp per Hit Die of target.
is there anything this spell can't capture?
Could a caster who has been trapped by this as long as it isnt the chained, slumber, or minimus containment(debatable), cast the required dispel magic on it themselves? since dispel magic is verbal and somatic they can perform both functions in any of the other forms of imprisonment.
Story Idea: the party needs a diamond to resurrect another party member. They find such a diamond in a dungeon and attempt the spell, only to watch a tarrasque burst from the stone. The party tries to track down the tarrasque, only to find that the soul of their dead friend is trapped inside the tarrasque and killing it will mean their soul is lost forever. The party must choose: kill the monster rampaging across the land and lose their friend forever, leave the tarrasque alone and let it kill hundreds, or go on a quest to find the Rod of Lost Souls, a mysterious artifact from the world’s founding.
What stops the imprisoned being from casting Dispel Magic at level 9 from inside the prison? Clearly they are still sentient and active, especially in cases where they are in a demiplane or chained up. No mention of stasis or the inability to cast spells is included here. Seems to me that this spell can be escaped at any time by a sufficiently powerful spellcaster that is imprisoned within.
Using all of them on the same target could prove useful: Slumber-> Chaining-> Minimus Containment-> Hedged Prison-> Burial.
They would need to cast it on the material component, so unless it's minimus containment, I think that would be pretty much impossible.
But it does say:
"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"
So by that definition, if a Creature has access to said spell, it could cast it on itself? It is only restrained, not incapacitated, so it can cast spells, no? (Of a V/S nature)
Is the special component consumed? The spell says that you can cast the dispel magic spell on the prison or the component, so I assume not.
What if you encased the gem in paint or something? Or chucked it into a volcano or the ocean? Is that allowed? The prisoner would be stick like that until the gem was discovered again.
Or, what if you encased the gem in metal? The spell doesn't say you have to be able to communicate with them.
The gem is transparent, but things other than the gem, like metal or paint can be opaque. I've actually changed my mind on communication. Nothing can pass through, other than light, so other than sign languages, there should be no way to communicate
A lot of people asking "can't someone just cast a 9th level dispel magic if they're trapped inside?" Yes absolutely, I see no reason they can't, but I would then suggest that there really aren't very many 9th level spellcasters in the game (and PCs only get access to this in 4th stage gameplay which few ever reach). RAW, Imprisonment isn't an effective way to trap a powerful spellcaster unless you use the slumber option, and you should find something else.
But this is your game if you're a DM and you can always dictate that as part of the chaining for example, the imprisoned individual is also immobilized so therefore can't use somatic components. I don't think anyone playing your game would argue otherwise if it's an NPC at the very least.
How am I supposed to get the material component if my DM doesn't allow us, players, to know the enemy's hit point nor number of hit dice?