D&D 3e (3.0/3.5) Rules
This spell summons an electric prison to trap the target. The caster selects one of the following two options when casting the spell.
Barred Cage: This option creates a 6-sided barred cage (20-ft. cube). Touching any of the bars or the roof of the cage causes 2d6 points of electrical damage (no save, but spell resistance applies). The floor prevents escape but deals no damage to the prisoner.
Windowless Cell: This option creates a 6-sided windowless cell (10-ft. cube). Touching the ceiling or any wall causes 2d6 points of electricity damage (no save, but spell resistance applies). The floor prevents escape but deals no damage to the prisoner.
Either version of the prison can be dispelled by dispel magic at a -4 penalty. Any form of astral travel can be used as a means of escape.
Material Component: 1,500 gp worth of amber or crystal dust which is thrown in the air and disappears upon casting.
Note: This is essentially a variant of forcecage.
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