Transport (Wizard Spell)

The wizard must prepare a cell for the target creature ahead of time, and cast part of the spell then. This takes one full turn. The rest of the spell stays in the caster's mind (taking up the space of one 8th-level spell) until the spell is completed. The final incantation has a casting time of 1.
When the spell is cast, multicolored streamers immediately burst from the caster's hand and engulf the creature. The creature must make an immediate, successful saving throw vs. spell or grow blurry and be banished to the prepared cell. A single creature of up to Huge size can be af­fected by the spell.
The target creature must be within 1 mile per caster level of the prepared cell. If not, or if there is not room for the target creature to fit into the destination cell, then the spell fails.
The cell is often specially warded against es­capes by teleportation or other magics, and may include a confining circle if the creature to be confined is of extraplanar origin.
Notes: Very rare spell. There is rumored to be a 9th-level version of this spell that separates the creature from its magical items, weapons, and other equipment, sending these to a second hold­ing area.
Optional: If the DM desires, the transport spell might he keyed to an item or a portal. Handling the item or entering the portal would trigger the spell. Focusing the spell in this way means the wizard need not continuously devote an 8th-level spell slot to the spell before it is cast.
If combined with a permanency spell, the transport spell can operate continuously. Setting up a permanent transport effect requires special preparations, taking at least 8 weeks and costing not less than 20,000 gp.
Category:Wizard Spells
Category:Spells from Wizard's Spell Compendium
Category:Spells