Imprisonment: The Ultimate Way To Get Rid Of A Problem


“Imprisonment: The Ultimate Way To Get Rid Of A Problem” Skylar Bohannan (24′)

Table of Contents

  • Overview of the Imprisonment Spell
  • Mechanics and Forms of the Imprisonment Spell
  • Role-Playing and Tips for Players and DM’s

Overview of the Imprisionment Spell

Imprisonment is the ultimate form of non-lethal punishment geared towards any creature in the D&D universe. At first glance, imprisonment seems like an easy way for your players to get rid of a troublesome BBEG (or the guard that called your mother a goblin bearer).

After reading the full imprisonment spell, it becomes clear that not only does it capture the target. It creates a great story narrative. I will dive more into this during the role-playing and narrative potential.

Imprisonment Stat Block- IMAGE SOURCE: ROLL20

A quick overview of the spell is as follows. This is a 9th-level abjuration spell, which takes one minute to cast and can be inflected upon a target you can see within a 30ft range. The duration of the spell lasts until either you cast it on another creature, it is dispelled by a dispelled magic (9th level), or the conditions are met. Besides these parameters, the only way to save from this spell would be a wisdom saving throw. If it saves, the creature will be immune from the spell if you decide to cast it again.


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Mechanics and Forms of the Imprisonment Spell

There seem to be five ways to go about the imprisonment spell. Burial, Chaining, Hedged Prison, Minimus Containment, and Slumber. Each can be broken by the methods mentioned above.

An important aspect is that in every form of the spell, the creature doesn’t need to breathe, eat, drink, and doesn’t age. 

Burial

You start by taking a materialistic component of a sphere of magical force that is at least as big as the creature. This sphere will become impenetrable, nothing can pass through it and no use of any teleportation spell can transport someone in or out. Once in the spell, the creature will be put far into the earth.

Imprisonment Spell: Burial

Chaining

The component of this spell requires a fine chain of precious metals. The heavy chains would then be rooted firmly into the ground, which holds the creature in place. Nothing can move the creature, and the creature itself can not move by any means as well.

Imprisonment Spell: Chaining

Hedged Prision

To cast the spell using the hedged prison form, you will need a miniature representation of the prison, using jade. The creature is then transported into a demi-plane which will also be protected from teleportation, in or out. There are a few variations that can be constructed, like a labyrinth, a cage, a tower, or anything else your imagination can create.

This one, in my opinion, you can have the most fun and creative control. Who knows, maybe you are imprisoning someone for their protection, and inside the gem can be a mini paradise of their choosing.

Imprisonment Spell: Hedged Prison

Minimus Containment

This form of the imprisonment spell will require a large and transparent gemstone (like corundum, diamond, or ruby). The target is then shrunken to a height of 1 inch (small but mighty!), and then imprisoned into the gem mentioned before.

Light can pass through the gem, allowing the creature and others to see in and out of the gem. Again, no teleportation spell can cause a creature to enter or leave the gem, along with nothing else passing in and out. In this state, this gemstone gains the ability to resist cutting or breaking

Imprisonment Spell: Minimus Containment

Slumber

This is pretty simple, and the name sums up what happens to the creature affected. Using rare soporific herbs, the creature falls into a deep slumber. Nothing can wake up the creature from its sleep, with the potential for internal slumber. Not even a true love’s kiss can break this spell (well unless it is part of the conditions set by the spell weaver).

Imprisonment Spell: Slumber

Role-Playing and Tips for Players and DM’s

This honestly seems like a fun and creative way for players and DMs to work together. The DM creates an NPC/BBEG which can potentially be imprisoned, as long as they pass or fail the wisdom saving throw (whether they like it or not). The player on the other hand, which I wish could happen more often, gets to interact and work with the DM.

As stated in the spell, the DM must approve the conditions that can be placed on the creature. The DM must “agree that the condition is reasonable and has a likelihood of coming to pass” (Roll20 – Compendium and Rule Set Directory. (n.d.).


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So what is likely to pass? It can be a creature’s name, identity, or deity. One part of the spell I think is critical when thinking of conditions would be that it must be based on observable actions or qualities. More importantly, it can not based on intangibles such as level, class, or hit points.

This means that anyone can meet the conditions. The random NPC that you crossed paths with and then angered could vow to cause the end of you. Now the NPC that couldn’t hurt a fly, could potentially be the one that releases one of your greatest enemies.

I mentioned earlier that this does not have to be an enemy. For example, you could use the Hedged Prison form of the Imprisonment Spell to safeguard an important character/NPC. Maybe that said NPC would have to follow a condition that would have them live inside the gem until the propheted day of reckoning would come to pass. This could help bring them no harm, and be a great accessory to your wizard staff.

There are many ways the Imprisonment Spell can play out. The Player and DM will need to determine how, and whether, the conditions will unfold or if the creature will remain trapped eternally.

Sources:

Roll20 – Compendium and Rule Set Directory. (n.d.). Roll20. https://roll20.net/compendium/dnd5e/Imprisonment#content

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