Imprisonment
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
- Source
- Player's Handbook (2024)
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
- Source
- Player's Handbook (2014)
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.
Burial. The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it.
The special component for this version of the spell is a small mithral orb.
Chaining. Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can't move or be moved by any means until then.
The special component for this version of the spell is a fine chain of precious metal.
Hedged Prison. The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice.
The special component for this version of the spell is a miniature representation of the prison made from jade.
Minimus Containment. The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can't be cut or broken while the spell remains in effect.
The special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby.
Slumber. The target falls asleep and can't be awoken.
The special component for this version of the spell consists of rare soporific herbs.
Ending the Spell. During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the DM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature's name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points.
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
Imprisonment popularity
How popular is Imprisonment? It is a seldom seen spell in the game, and is chosen less than other options when available. This spell may fill a specific niche for a spellbook.
- Bottom 50% picked level 9 Warlock spell
- Bottom 50% picked level 9 Wizard spell
- Bottom 50% of all level 9 spells
- Bottom 25% of all 5e spells
Read about how this popularity data is calculated.
Spells similar to Imprisonment
Banishment 4th-level abjuration
It uses a saving throw to remove a creature from the current plane and serves a similar emergency containment purpose.
Players prefer Banishment over Imprisonment
Forcecage 7th-level evocation
It creates a powerful magical prison that isolates a creature or area and is difficult to escape.
Players prefer Forcecage over Imprisonment
Maze 8th-level conjuration
Both remove a single dangerous creature from the battlefield through high-level magic rather than dealing damage.
Players prefer Maze over Imprisonment
True Polymorph 9th-level transmutation
A high-level failed save can permanently transform or neutralize a target, with overlapping warlock and wizard access.
Players prefer True Polymorph over Imprisonment
Flesh to Stone 6th-level transmutation
This spell can permanently incapacitate one creature after a failed saving throw, much like a lasting imprisonment.
Players prefer Flesh to Stone over Imprisonment
Planar Binding 5th-level abjuration
The spell uses magical compulsion to control and hold a creature for an unusually long duration, especially for warlocks and wizards.
Players prefer Imprisonment over Planar Binding