Cage
Nothing walks out, nothing blinks out, and the wall mends itself
Cage closes a Barrier around a piece of the world and keeps everything inside it. Teleportation and plane shifts fail. So does walking.
The abjurer raises a Barrier of the spell's level or lower in its fixed area form, then stretches it far past the radius a barrier normally reaches.
Getting Out
Three doors, and none of them are quiet.
- The Save. A Will Save against the spell's DC, or a Dispel.
- The wall. A fixed area barrier is bidirectional, so a blow struck from inside meets it exactly like one struck from outside (see Barrier). Beat it to 0 HP and the cage is gone. This is the way out for prisoners with weapons and no magic, and it is why the wizard watches the wall rather than the prisoners.
- Outlasting it. Cage runs on minutes per caster level and the wizard has to stay.
Concentration
While the wizard devotes a tick each round to Cage, the spell's DC, its dispel checks, and the barrier's strength all rise by 25%.
From level 8, a devoted tick also restores 33% of the barrier's maximum HP, so three ticks in one round bring the wall back to full. A wizard can therefore hold a cage against anything that cannot out-damage it in a single round—and spends that round casting nothing, striking nothing, and dodging nothing. Holding the wall is the whole turn.
Progression
| Level | Radius | Concentration |
|---|---|---|
| 6 | 100 ft per caster level | +25% |
| 8 | 1 000 ft per caster level | +25%, and 33% barrier regeneration per tick |
| 10 | 10 000 ft per caster level | +25%, and 33% barrier regeneration per tick |
Dimensional Lock is the other Stoneheart answer to the same problem, and the opposite one: it lets prisoners walk out and takes away only the magic.