The Book of Cursed Eternities

A 1,500-year-old gazeteer detailing dungeons the Atlanteans created in their version of the Afterwhiles, each site set with a dragon guardian over it. The book also lists types of criminals typically sent into such dreaded prisons: Opponents of Atlantean slavery, rogue archmagi, failed warlords, political dissidents, religious reformers, and various nobles whose families were deemed too influential to execute regardless of their crimes.

Among the text are pages that function as a spell scroll...

Imprisonment (Hedged Prison Only)
9th-level abjuration

Casting Time: 1 minute
Range: 30 feet
Duration: Until dispelled

You create a magical restraint to hold a creature that you can see within range. The target must succeed on a DC 19 Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. 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 version of this spell from this book, you may only use the following form of imprisonment:

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.

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 DM must agree that the condition is reasonable and has 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 hit points.

A 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.


SPELL SCROLL RULES (DMG p. 200)

When using a spell scroll, the spell must be on a caster's class spell list to use as an action (no need to provide any spell's components). Otherwise, the scroll is unintelligible.

If the spell is on a character's class spell list but of a higher level than can normally be cast, the character must make an ability check using the usual class-related spellcasting ability (Intelligence, Wisdom, or Charisma) to determine whether it is cast successfully. The DC equals 10 + spell's level. On a failed check, the spell disappears from the scroll with no other effect.

REQUIRED SPELLCASTING ABILITY CHECK
* Cantrip (Common) ... DC 10
* 1st Level Spell (Common) ... DC 11
* 2nd Level Spell (Uncommon) ... DC 12
* 3rd Level Spell (Uncommon) ... DC 13
* 4th Level Spell (Rare) ... DC 14
* 5th Level Spell (Rare) ... DC 15
* 6th Level Spell (Very rare) ... DC 16
* 7th Level Spell (Very rare) ... DC 17
* 8th Level Spell (Very rare) ... DC 18
* 9th Level Spell (Legendary) ... DC 19

Once the spell is cast, the words on the scroll fade, and those pages within the book fall out as dust.