“Seen casually” is when you you have visited the place a few times but aren’t very familiar. “Studied carefully” is when you have enough information about the place but haven’t visited it too often and it’s out of vision. “Very familiar” is when you have visited this place often, or a place you can see when you cast the spell. “Associated Object” is when you have an object in your possession that belongs to the place where your destination is within the last six months like a book from a library that belongs to a wizard, or bedsheet linen from a royal suite, or a chunk of marble from a Lich’s secret Tomb. “Permanent Circle” is a permanent teleportation circle whose sigil sequence you know. The Dungeon Master rolls d100 and decides the success of the teleportation based on this table. The success of reaching the place also depends on how well you know the place. Other conditions to travel to the destination includes knowing the place and existing in the same plane of existence as you. If you want take an object, it should be able to fit inside the 10 foot cube and should be held by a creature willing to do it. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding.This spell instantly takes you and upto 8 consenting creatures to a place of your choice within the range of what you can see. You can use a particular special component to create only one prison at a time. 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.Ī 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. 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 special component for this version of the spell consists of rare soporific herbs.Įnding 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. Slumber: The target falls asleep and can't be awoken. The special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby. The gemstone can't be cut or broken while the spell remains in effect. 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. Minimus Containment: The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. The special component for this version of the spell is a miniature representation of the prison made from jade. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice. Hedged Prison: The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The special component for this version of the spell is a fine chain of precious metal. 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 small mithral orb.Ĭhaining: Heavy chains, firmly rooted in the ground, hold the target in place. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it. When you cast the spell, you choose one of the following forms of imprisonment.īurial: The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Divination spells can't locate or perceive the target. While affected by this spell, the creature doesn't need to breathe, eat, or drink, and it doesn't age. 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. You create a magical restraint to hold a creature that you can see within range.
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