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Imprisonment Imprisonment
rdfs:comment
Imprisonment refers to the restraint of a person's liberty. When a wizard casts Imprisonment, he permanently imprisons a creature deep under the earth. Imprisonment (囚われ) is the 109th episode of the Katekyō Hitman Reborn! anime series. You imprison a creature within a demiplane created by this ritual. The creature to be imprisoned must be either helpless or willing, and it must be present for the entire performance of the ritual. When the ritual is complete, an invisible magical field envelops the creature, putting it into suspended animation, and the creature falls into a space beyond the normal bounds of the cosmos. Only divination rituals performed by creatures of your level or higher can determine the location of the imprisoned creature. imprison +‎ -ment Late at night while in a deserted forest, Light Yagami hands Rem a Death Note and announces that he is giving up its ownership. However, he still has ownership of the other Death Note and thus still remembers Rem and the events surrounding the Death Note he has given her. Rem leaves. The other Death Note is buried in the forest and Light tells Ryuk that when he says "Get rid of it", no matter what the context, that would be the signal that he is giving up ownership of that Death Note as well. 9th-level abjuration Casting Time: 1 minute Range: 30 feet Components: V, S, M (a vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 gp per Hit Die of the target) Duration: Until dispelled When you cast the spell, you choose one of the following forms of imprisonment. The special component for this version of the spell is a small mithral orb. The special component for this version of the spell is a fine chain of precious metal. The characters in Lost are often literally or symbolically forced to deal with imprisonment, both on-Island and in their pasts. __TOC__ You create a magical restraint to hold a creature that you can see within range. The target must succeed on a 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 spell, you choose one of the following forms of imprisonment. The special component for this version of the spell is a small mithral orb. Slumber. The target falls asleep and can’t be awoken. Level: Components: V, S Casting Time: 1 action Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: Will negates; see text Spell Resistance: Yes Imprisonment is a member's spell that when cast traps the target, making unable to move for 30 seconds and doing up to 50 lifepoints damage. This is popular in PvP minigames like Fist of Guthix because it can stop enemies long enough to kill them.
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Imprisonment Icon Scroll.png
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You inscribe runes upon your foe, and it falls into a space beyond the normal bounds of the cosmos from which it might never return.
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Some may never be free of their pasts. Sawyer in prison in . Karl pulls an injured Ben along, after being captured by the Losties in .
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n5:abstract
The characters in Lost are often literally or symbolically forced to deal with imprisonment, both on-Island and in their pasts. __TOC__ When a wizard casts Imprisonment, he permanently imprisons a creature deep under the earth. Imprisonment (囚われ) is the 109th episode of the Katekyō Hitman Reborn! anime series. Level: Components: V, S Casting Time: 1 action Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: Will negates; see text Spell Resistance: Yes Imprisonment refers to the restraint of a person's liberty. Imprisonment is a member's spell that when cast traps the target, making unable to move for 30 seconds and doing up to 50 lifepoints damage. This is popular in PvP minigames like Fist of Guthix because it can stop enemies long enough to kill them. 9th-level abjuration Casting Time: 1 minute Range: 30 feet Components: V, S, M (a vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 gp per Hit Die of the target) Duration: Until dispelled You create a magical restraint to hold a creature that you can see within range. The target must succeed on a 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 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. The special component for this version of the spell is a fine chain of precious metal. 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. The special component for this version of the spell is a miniature representation of the prison made from jade. 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. The special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby. Slumber. The target falls asleep and can’t be awoken. The special component for this version of the spell consists of rare soporific herbs. 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. You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding. You imprison a creature within a demiplane created by this ritual. The creature to be imprisoned must be either helpless or willing, and it must be present for the entire performance of the ritual. When the ritual is complete, an invisible magical field envelops the creature, putting it into suspended animation, and the creature falls into a space beyond the normal bounds of the cosmos. Only divination rituals performed by creatures of your level or higher can determine the location of the imprisoned creature. You must set one or more possible conditions that release the creature, should they come to pass. You can set an imprisoned creature free by performing a ritual of release that has no component cost and takes 1 hour. A freed creature has no memory of the events that occurred during its imprisonment, and it appears in the world on the ground closest to where it was imprisoned. imprison +‎ -ment You create a magical restraint to hold a creature that you can see within range. The target must succeed on a 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 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. The special component for this version of the spell is a fine chain of precious metal. 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. The special component for this version of the spell is a miniature representation of the prison made from jade. 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. The special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby. Slumber. The target falls asleep and can’t be awoken. The special component for this version of the spell consists of rare soporific herbs. 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. You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding. Late at night while in a deserted forest, Light Yagami hands Rem a Death Note and announces that he is giving up its ownership. However, he still has ownership of the other Death Note and thus still remembers Rem and the events surrounding the Death Note he has given her. Rem leaves. The other Death Note is buried in the forest and Light tells Ryuk that when he says "Get rid of it", no matter what the context, that would be the signal that he is giving up ownership of that Death Note as well. (At this point, Misa Amane has given up her ownership of the Death Note and thus has no memories of it, Rem, Ryuk, of being the Second Kira or even of Light Yagami being Kira.) Still held in a cell, strapped to a metal board, blindfolded and wearing a straitjacket, Misa has awoken after being unconscious for a while. She now believes that she has been kidnapped by a crazed fan, a stalker, and begs him to let her go. Watching her through the streaming video on the laptop in their hotel room, the police officers in the Kira Task Force assume that she is bluffing. L calls Mogi at the NPA HQ and he confirms that when he arrested Misa he told her that it was on the charge of being the Second Kira and that she seemed to understand the charge and surrendered without resistance. Before falling unconscious, Misa was being questioned about being the Second Kira, which she denied, so L wonders why she suddenly believes that she is being held by a stalker. Matsuda angrily tells her to stop playing games, which just causes her to panic. L then questions Misa about her relationship with Light Yagami. She had previously denied knowing him, now she acknowledges him as her boyfriend. The detectives are even more puzzled. L then receives a call from Light who says that he wants to meet them. Light arrives and announces that he believes that he is Kira! Soichiro Yagami is shocked by his son's statement and begs him to explain himself. L, for his part, is quite convinced that Light is Kira but is wondering what he is hoping to gain from making such a statement. (When he first met Misa at the To-Oh University campus, L already had evidence that she was the Second Kira and that she had the ability to know his real name just by seeing him. Light then tried to contact her on her cell phone (in order to get the name). Although this action is not real evidence in itself, it has still established in L's mind that Light is definitely Kira!) Light explains that L, being the world's greatest detective, would not suspect him of being Kira without good reason. L confirms this to be the case and that he intends to interrogate Light soon. Light himself outlines the facts against him: He was being investigated by FBI agent Raye Penber just before he died; he was in Aoyama on May 22 after which the Second Kira claims to have seen Kira; and he has since been meeting Misa Amane, now assumed to be the Second Kira. Even Light thinks that this is enough to make him a suspect and believes that he may subconsciously be Kira! Light claims that he may be going mad and has developed a Jekyll-and-Hyde-like personality. It could be that he commits murder while asleep: That might explain the term "Shinigami" or "death gods" as used by Kira in coded messages or the Second Kira in a video tape. L then tells him that he was under surveillance for a while and that cameras were placed in his room. Nothing happened to indicate that Light was killing people, though L believes that he simply took precautions. Light then admits that there are many people that he wishes were dead and that they have been killed by Kira. Matsuda points out that such feelings are natural: Everyone knows someone that they would like dead but that does not mean that the person in question will actually die. Kira has often killed criminals who recently featured in the news and the surveillance shows that Light did not access news reports at the time, while criminals were still being killed by Kira. However, Aizawa points out that Light was not always under surveillance: Because the Task Force lacked resources at the time, Light was still able to leave the house unobserved and thus could have plenty of opportunity to kill as Kira. (In fact, Light used a miniature TV which he had cunningly hidden and could thus see the names and faces of the reported criminals.) L suspects that Light is seeking to be confined. If criminals continue to die while Light has no access to the media then that should be enough to clear him—but L wonders if this is really what Light is trying to achieve. Nevertheless, L decides to have Light imprisoned just in order to see what happens but the confinement will be indefinite with no guarantees as to when Light will be released. Soichiro vehemently objects, but Light insists that they do it if only in order to put his own mind at ease. He evens insists that he not be released until L himself is satisfied that he is not Kira. Light is a brilliant student so he can afford to stay away from the university for a while. In order to explain his absence from home he suggests telling his mother that he is moving into a flat with Misa but that his father disapproves so he will not be in touch. To add credence, his father will also tell her that he has disowned his son. Soichiro does not look happy about this, in fact he is not happy about his son—whom he believes to be innocent—being imprisoned at all. Light is blindfolded, handcuffed and his ears covered with headphones. He is then led away to an unknown location and locked in a cell!
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