You weave a powerful binding ritual that tears open reality and casts a dangerous entity beyond the world.
Choose one creature you can see within range. The creature must make a Charisma saving throw. Creatures with Legendary Resistance can use it as normal.
On a failed save, the creature is banished permanently to a plane of existence you choose (such as the Abyss, Shadowfell, Astral Plane, or another plane allowed by the DM). The creature cannot return by any means short of the breaking of this spell.
On a successful save, the creature is not banished and the spell fails.
The Three Living Keys
As part of the casting, you designate yourself and up to two willing creatures within 30 feet to become Living Keys to the prison.
A spectral sigil appears somewhere on each key’s body and cannot be removed.
As long as all three keys remain alive, the banished creature cannot leave its prison plane by any means, including teleportation, planar travel, or summoning.
Breaking the Seal
The prison weakens if the living keys fall.
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If one key dies, the creature learns the identities and locations of the remaining keys.
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If two keys die, the creature can begin attempting to break the prison once per year by making a Charisma check against your spell save DC.
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If all three keys die, the creature is immediately freed and may return to the world at a location of the DM’s choosing.
Ritual of Binding
When the creature is banished, a vast sigil of sealing magic forms beneath it as reality fractures into a portal to the chosen plane.
The three gemstones used in the ritual crumble into glowing fragments that become bound to the three living keys.
Flavor
As the ritual completes, chains of pure arcane light drag the creature screaming through a rift in reality while three burning sigils ignite upon the chosen wardens—the living keys that hold the prison closed.
* - (three gemstones worth at least 5,000 gp each, which become bound to the ritual and cannot be removed unless the spell ends)
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