Eighteen

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^^ Sealing Relic ^^

— Arcata, Muradin's Tower, Anitra —

With my words echoing in the room, resonating with the metal floors and walls slightly, the tall demigod in front of me leaned even further back away from me, frowning contemplatively, then nodded slowly, waving her hand at the circle and making it turn back to my original drawing. "I apologize, I seem to have forgotten your situation, due to your... perceived calm."

"Hmph." I snorted at her dismissively, returning to my work with a few more grumbled insults, quickly managing the second circle, which merged a Cube of Force with the cubic room itself. The third ring was the Magic Circle, keeping everything that appeared within the Cube within itself. Next came Planar Binding, to prevent anything inside the room from being teleported out by anything short of a Gate or Ultimate Portal, even a Banishment Spell. In the event that something did Summon the being out, it would return here as soon as the spell no longer had a hold on it, so it was pointless to run in the end without breaking the Relic. A True Resurrection Spell followed, meaning if a being trapped here died, it's soul would return here and be reborn into a new body, just like a Demon or Devil who died outside of Hell. A Mana Drain Spell targeted the room, preventing the detainees from having access to Mana at all, in order to try to escape; this would also drain a bit of the Mana Ingrained in a being, I imagined, maybe lowering Stats or even Levels, if it worked well enough. The next, just to be thorough, was an Imprisonment Spell, and I looked up the description to see how it was different from what I knew.

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Imprisonment

You create a magical restraint to hold a creature that you can see within range. The target is bound by the spell. 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.

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.

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.

Slumber. The target falls asleep and can't be awoken.

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 condition must be reasonable and have 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 health points.
A dispel magic spell can end the spell only if it is cast as a 7th-Tier spell, targeting either the prison or the special component used to create it.
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"How do you plan on Imprisoning this creature with this spell? There are a few options, it would seem."

"I plan on making a Relic, first." I shook my head, then finished up drawing the Imprisonment spell around the others. The last ring of the spell, nearly reaching the walls now despite the thirty-meter wide room, was a Counterspell at Tier Seven, to react if anyone ever tried to destroy the Relic with Magic, and then a Blade Barrier to react to physical attacks. Finished finally with the basics, I turned to the walls and ceiling, and now added the Demiplane Spell, to sacrifice my own Granted Demiplane as materials for the spell. "What do you think, Muradin? I know you're watching through Luxos."

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