9th-level Conjuration (Druid, Sorcerer, Wizard)
- Casting Time: Action
- Range: 300 feet
- Components: V, S, M (a delicate platinum astrolabe encrusted with pulverized meteoric diamond dust worth at least 50,000 gp, which the spell consumes)
- Duration: Instantaneous
You lock your focus onto a single creature or unattended object that you can see weighing up to 1,000 pounds within range. The target must make a Wisdom saving throw. On a failure, it is instantaneously teleported into a permanent, high-velocity orbit completely outside the world's atmosphere, entering an eternal falling trajectory where it continuously misses the planet's surface.
While trapped in this orbit, the target is subject to the conditions of open space. At the start of each of its turns, it takes 7 (2d6) fire damage from solar radiation, 7 (2d6) cold damage from cosmic void exposure, and 2 (1d4) force damage from the absolute vacuum. The target immediately begins to suffocate. Unless the target can cast a cross-planar teleportation spell (such as Plane Shift or Gate), it is permanently stuck until rescued. A target with a magical flying speed can choose to descend, but the surface is so distant that returning takes 2 to 4 hours of continuous flight.
Additionally, you must succeed on a DC 30 Intelligence (Arcana) check to channel the foundational science of high-magic spellcraft and anchor the kinetic shift. On a failure, the spell automatically fails, you suffer backlash taking 99 (18d10) psychic damage, and the target automatically. Sucked on the saving throw.
True Dweomer. Magic of high power automatically fails the very first time you cast this type of spells, requiring you to expend twice the amount of time and resources to effectively complete this magic of high power at least once. In doing so, and successfully casting a true dweomer spell, you attract instant cosmic scrutiny. The severe metaphysical friction of shaping this forbidden magic weakens your form. After casting this spell, each time you cast a spell until you finish a Long Rest, you take 1d10 necrotic damage per level of that spell. This damage ignores resistance and immunity. Furthermore, your Constitution score becomes 3 for 2d4 days while simultaneously your Intelligence score becomes 3 for one month. For each day you spend resting and doing nothing more than light activity, your remaining recovery time for your Constitution score decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast Nailed to the Sky ever again.
Casting as a Circle Spell. Casting this as a Circle spell requires a minimum of three secondary casters. The spell's range increases to 1 mile, and the target cannot benefit from spell resistance or any features that grant advantage on the saving throw against this spell, and it completely bypasses any features that prevent or redirect unwilling teleportation.
When the spell is cast, each secondary caster must expend a level 8+ spell slot; otherwise, the spell fails.
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Posted Oct 5, 2026