ruby dust worth 1,500 gp
Source: Spells That Don't Suck
An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box as you choose. The prison has an AC of 17 and 140 hit points.
A prison in the shape of a cage can be up to 20 feet on a side, is made from 1/2-inch diameter bars spaced a 1/2-inch apart, and provides half cover.
A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.
When you cast the spell, any creature that is completely inside the cage’s area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.
A creature inside the cage can’t leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failed save, the magic fails and has no effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.
This spell can't be dispelled by dispel magic.
When you cast this spell using a spell slot of 8th level or higher, the cage’s AC increases by 1 and its hit points increase by 20 for each slot level above 7th.
About Confinement
Confinement is a Level 7 level spell from the school of Evocation.
This spell has a casting time of action , and a range of 100.0 ft (30.5 m) . It has a duration of Instantaneous.
Spell Details
Complete details
Spell Details
Complete details about this spell:
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At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, the cage’s AC increases by 1 and its hit points increase by 20 for each slot level above 7th.
Casting Tips
1 tips
Casting Tips
Consider these tips when casting this spell:
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Tactical Use: High-level spell with game-changing potential. Reserve for climactic moments or major plot points.
School of Magic: Evocation
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School of Magic: Evocation
Evocation spells manipulate magical energy to produce destructive or constructive effects.
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