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Sequester

Transmutation
Level: 7th-level
Casting Time: 1 action
Range: Touch
Duration: Until dispelled
Components: V, S, M
Materials: A powder composed of diamond, emerald, ruby, and sapphire dust worth at least 5,000 gp, which the spell consumes.

By means of this spell, a willing creature or an object can be hidden away, safe from detection for the duration. When you cast the spell and touch the target, it becomes invisible and can't be targeted by divination spells or perceived through scrying sensors created by divination spells. If the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn't grow older. You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include "after 1,000 years" or "when the tarrasque awakens." This spell also ends if the target takes any damage.

Spell Details

School: Transmutation
Level: 7
Ritual: No
Concentration: No
Classes: Wizard
A-Tier Exceptional utility for protection and infiltration, though limited combat applications due to casting time and duration mechanics.

Player Guide

Use Sequester to protect your party's most valuable members or objects before dangerous encounters, as the target becomes invisible and immune to divination. Cast this during downtime or before predictable threats to create a significant defensive advantage. The spell's 8-hour duration and requirement for the caster to maintain concentration makes it ideal for securing a single critical asset rather than combat flexibility.

DM Tips

Sequester creates narrative opportunities for hidden safehouse locations and MacGuffin protection, but remind players the target remains vulnerable to area damage and automatic searches. Consider whether scrying immunity applies to all divination or just direct scrying attempts when adjudicating edge cases.