Imprisonment

A
Control

Imprisonment is a Control spell. Control spells restrict enemy options through debuffs or denial effects.

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spell that seals a creature away on a failed save, isolating it from the world in a lasting
save-or-suck

Imprisonment is a Save or Suck spell. Save or Suck spells fall entirely flat if the target succeeds on a saving throw.

See all Save or Suck spells →
prison.

2024 Rules

Level & School
9th-level abjuration
Casting Time
1 minute
Range
30 feet
Components
V, S, M (a statuette of the target worth 5,000+ GP)
Duration
Until dispelled
Classes
Warlock, Wizard

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.

2014 Rules

Level & School
9th-level abjuration
Casting Time
1 minute
Range
30 feet
Components
V, S, M (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)
Duration
Until dispelled
Classes
Warlock, Wizard

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.

The special component for this version of the spell is a small mithral orb.

The special component for this version of the spell is a fine chain of precious metal.

The special component for this version of the spell is a miniature representation of the prison made from jade.

The special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby.

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.

Imprisonment 5.5e 2024 vs. 5e 2014 edition differences

The 2024 version adds a chosen imprisonment effect with specific effects for Burial, Chaining, Hedged Prison, Minimus Containment, or Slumber, and it now also blocks teleportation. A successful save now makes the target immune for 24 hours. It also adds a DM-approved trigger that can end the spell within the next decade.

Imprisonment popularity

How popular is Imprisonment? It is one of the rarest spells in the game, and is chosen less than other options when available. This spell is for the most unconventional spellcasters only.

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