Conjuration • Legacy Soul Imprisonment
Trap the Soul

Trap the Soul confines a creature’s body and life force inside a costly gemstone. The older spell has two distinct methods: a completed casting that allows a save, or a prepared trigger object that can ensnare an unsuspecting recipient. It remains a dangerous Pathfinder and D&D 3.5e ritual, not a core modern spell of the same name.
Trap the Soul at a Glance
| 5.5e / 2024 | No separate Trap the Soul spell in SRD 5.2.1 |
|---|---|
| 5e / 2014 | No core spell by this exact name |
| Pathfinder 1e | Sorcerer/Wizard 8; valuable gem and two casting methods |
| D&D 3.5e | Sorcerer/Wizard 8; Witch 8 in the historical archive |
Spell Rules by Edition
Trap the Soul — 5.5e / 2024
Status: no standalone spell of this name in SRD 5.2.1. Imprisonment is a different modern spell with its own options, cost and conditions, not a drop-in conversion of this gem trap.
Trap the Soul — 5e / 2014
Status: no core 2014 spell by this exact name. Use 2014 Imprisonment under its own rules if a magical prison is required.
Trap the Soul — Pathfinder 1e
| School | Conjuration (Summoning) |
|---|---|
| Level | Sorcerer/Wizard 8 |
| Components | V, S, M; F if using the trigger object |
| Casting Time | 1 standard action, or as required for the trigger-object method |
| Range | Close (25 ft. + 5 ft./2 levels) |
| Target | One creature |
| Duration | Permanent; see text |
| Saving Throw | Will negates for spell completion; none for triggered object |
| Spell Resistance | Yes for spell completion; no for triggered object |
The gem must be worth at least 1,000 gp per Hit Die of the creature. With spoken spell completion, the victim may resist using spell resistance and a Will save; speaking the creature’s true name has additional effects under the published spell. The trigger-object approach instead imprisons a creature that accepts the prepared item without those defences. Breaking the gem frees the creature and restores its material body.
Edition source: Archives of Nethys — Trap the Soul.
Trap the Soul — D&D 3.5e
| School | Conjuration (Summoning) |
|---|---|
| Level | Sorcerer/Wizard 8; Witch 8 in the preserved legacy archive |
| Components | V, S, M, (F); see text |
| Casting Time | 1 standard action or see text |
| Range | Close (25 ft. + 5 ft./2 levels) |
| Target | One creature |
| Duration | Permanent; see text |
| Saving Throw | See text |
| Spell Resistance | Yes; see text |
The caster prepares a gem worth 1,000 gp per Hit Die of the victim. Either complete the magic in the victim’s presence, allowing a Will save and spell resistance except where the name rule applies, or place the final word and name on a prepared trigger object so acceptance of that object seals the creature automatically. The object may be combined with Sympathy; an inadequately valuable gem shatters when used.
Edition source: D&D 3.5 SRD — Trap the Soul.
What Changed?
The two d20 spell versions preserve similar gemstone imprisonment procedures, whereas fifth edition provides different imprisonment magic without the same spell name. The old Witch 8 listing is a historical class-list entry, not automatic fifth-edition or Pathfinder Witch access.
Using Trap the Soul in Play
A jewel in the possession of a collector might be a hidden prison rather than treasure. The real mystery may be who placed a living creature inside it, whether the captive should be released, and how the binding word or trigger object was prepared. Before allowing the trigger method, follow the original edition’s restrictions closely.
Counterplay and GM Rulings
- Preparation matters: the gem’s value must be sufficient for the target’s Hit Dice or the spell fails by shattering it.
- Different methods: a completed casting allows specific saving and spell-resistance defences; accepting a properly prepared trigger object may bypass them.
- Release: breaking the gem releases the original captive; destroying a random nearby jewel has no effect.
- Counterspell and detection: use the chosen edition’s spellcasting, magical trap and divination rules; do not add a fifth-edition automatic escape check.
Original Legacy Rules
Read the preserved original spell text and gem requirements
Trap the soul forces a creature’s life force (and its material body) into a gem.
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.
Conjuration (Summoning)
Level Sorcerer/Wizard 8
Components V, S, M, (F); see text
Casting Time 1 standard action or see text
Range Close (25 ft. + 5 ft./2 levels)
Target One creature
Duration Permanent; see text
Saving Throw See text
Spell Resistance Yes; see text
The gem holds the trapped entity indefinitely or until the gem is broken and the life force is released, which allows the material body to reform. If the trapped creature is a powerful creature from another plane it can be required to perform a service immediately upon being freed. Otherwise, the creature can go free once the gem imprisoning it is broken.
Depending on the version selected, the spell can be triggered in one of two ways.
- Spell Completion First, the spell can be completed by speaking its final word as a standard action as if you were casting a regular spell at the subject. This allows Spell Resistance (if any) and a Will save to avoid the effect. If the creature’s name is spoken as well, any Spell Resistance is ignored and the save DC increases by 2. If the save or Spell Resistance is successful, the gem shatters.
- Trigger Object The second method is far more insidious, for it tricks the subject into accepting a trigger object inscribed with the final spell word, automatically placing the creature’s soul in the trap. To use this method, both the creature’s name and the trigger word must be inscribed on the trigger object when the gem is enspelled. A sympathy spell can also be placed on the trigger object. As soon as the subject picks up or accepts the
trigger object, its life force is automatically transferred to the gem without the benefit of Spell Resistance or a save. - Material Component Before the actual casting of trap the soul, you must procure a gem of at least 1,000 gp value for every Hit Die possessed by the creature to be trapped. If the gem is not valuable enough, it shatters when the entrapment is attempted. (While creatures have no concept of level or Hit Dice as such, the value of the gem needed to trap an individual can be researched. Remember that this value can change over time as creatures gain more Hit Dice.)
- Focus (Trigger Object Only) If the trigger object method is used, a special trigger object, prepared as described above, is needed.
Related Magic
Rules Sources and Licensing
The legacy 3.5e and Pathfinder rules are preserved under the Open Game License v1.0a where applicable. The original gemstone image is retained. The Witch 8 archive is preserved without claiming this is a published modern Witch spell.
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