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When a demilich casts the innate spell Imprisonment (Trap the Soul), a projectile is launched at the target, and then after a few moments the victim disappears from the map, sequestered away somewhere beneath the rock and soil below.

Description[]

When the Imprisonment spell is cast and the victim is struck by the sparking green orb, the recipient is entombed in a state of suspended animation in a small sphere far beneath the surface of the earth. The victim remains there unless a reverse of the spell - ”Freedom” - is cast. Otherwise, the victim will remain there as long as the earth exists; rather a horrible fate, actually. If a Freedom spell is cast in the area where the creature was imprisoned, then <PRO_HESHE> will reappear exactly where <PRO_HESHE> was last standing. Dispel Magic will not free creatures trapped in this manner. There is no Saving Throw.

Gameplay[]

Upon the culmination of the near instantly cast spell, and the projectile striking the target, a lighting effect will play over the victim, and a sound effect will be audibled.

The targeted creature will vanish from the map, along with all their carried belongings.

There is no saving throw against this spell, nor will Magic resistance affect it.

This spell can be blocked by:

As this ability is only used by undead, Protection From Undead scrolls can prevent being targeted by it, though it does not technically protect against the effect.

If Gorion's Ward is the victim of this spell, it is game over.

Other party members/creatures imprisoned can be liberated and returned if the Freedom spell is cast in the same area as the imprisonment.

See also[]

Gallery[]

Mod content[]

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The Sword Coast Stratagems retitles this spell as Demilich Trap the Soul.

Instead of imprisonment, it will apply a Maze effect, with a save vs. Spells with a -4 penalty to prevent being sent to a planar maze.

Whether the saving throw is achieved or not, the target is Level drained 4 experience levels.