You create a magical restraint to hold a creature that you can see within range. The target must make a Wisdom saving throw. On a successful save, the target is unaffected, and it is immune to this spell for the next 24 hours. On a failed save, the target is imprisoned. While imprisoned, the target doesn’t need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the imprisoned target, and the target can’t teleport.
Until the spell ends, the target is also affected by one of the following effects of your choice:
Burial. The target is entombed beneath the earth in a hollow globe of magical force that is just large enough to contain the target. Nothing can pass into or out of the globe.
Chaining. Chains firmly rooted in the ground hold the target in place. The target has the Restrained condition and can’t be moved by any means.
Hedged Prison. The target is trapped in a demiplane that is warded against teleportation and planar travel. The demiplane is your choice of a labyrinth, a cage, a tower, or the like.
Minimus Containment. The target becomes 1 inch tall and is trapped inside an indestructible gemstone or a similar object. Light can pass through the gemstone (allowing the target to see out and other creatures to see in), but nothing else can pass through by any means.
Slumber. The target has the Unconscious condition and can’t be awoken.
Ending the Spell. When you cast the spell, specify a trigger that will end it. The trigger can be as simple or as elaborate as you choose, but the DM must agree that it has a high likelihood of happening within the next decade. The trigger must be an observable action, such as someone making a particular offering at the temple of your god, saving your true love, or defeating a specific monster.
A Dispel Magic spell can end the spell only if it is cast with a level 9 spell slot, targeting either the prison or the component used to create it.
* - (a statuette of the target worth 5,000+ GP)
Wow. They majorly nerfed this one. Now you have to specify a trigger to end it that has a high likelihood of happening within the next decade. I miss the old one where you didn't have to specify a trigger and it just had to be reasonable and have a likelihood of coming to pass. I'll probably just stick with the Legacy version. Granted, this version is a lot cheaper to cast, especially on high-level monsters, but I really hate the ten-year bit. I feel like ninth-level spells deserve to be a bit overpowered.
The wording basically just clarifies what qualifies as a likelihood of coming to pass, and as a player-facing option it's fair that it's not aimed at being a permanent solution given it only takes one failed save to take effect. Also, note that this time you can cast the spell multiple times without ending prior effects.
Material component is silly. Who is to say my crappy wood carving is or isn't worth 5,000gp!?
"I need to cast this spell. Hey Fighter, buy this carving from me for 5k, I'll pay you back after the fight, don't worry."
You can just say that the binding will be 100% released after 10 years, then cast a second imprisonment spell while the first one is active to rebind them for another 10 years. The average cost of 500gp a year is pretty affordable, and it only gets cheaper with inflation.
I imagine the crappy wood carving didn't require you to pay up 5,000+ gp to make, so why would it be valued for that much?
Obviously this is very dependent on how the economy works in the world you're playing in, but I imagine the general assumption is that the material you're making the statuette out of should be worth enough of a fortune to warrant the 5,000 gp price tag.
"Worth" is a DM-controlled aspect, so as with most ideas about how you can end-run a restriction, it doesn't work for players unless the DM is willing to humor them.
Fun fact, you can cast this spell on a lich you're trying to deal with and set the condition as their phylactery being destroyed. They'll be trapped until they can die. Legendary resistances are a problem though. make sure to make it use them first.
Actually, a lich's phylactery being destroyed won't kill them, it will just stop them from coming back to life
It has to reasonably happen within the next decade at the time of casting but that doesn't prevent you from altering how reasonable that is at a later time. Say you made the trigger for breaking Minimus Containment that the jewel come in to the possession of a high level arcane caster via being sold, or something equally mundane. It's reasonable to assume wherever you ditch the gem it's not unlikely that may happen eventually. Then at a later date you, a ninth level spellcaster, plane shift the jewel and the statue both to random places floating within the astral sea.