Forcecage
Level 7 · Evocation
- Save
- AOE
- Teleport
Forcecage occupies the evocation school at level 7, available to bard, warlock, and wizard. Cast time: Action. Range 100 feet, components V/S/M, duration 1 hour. Material: ruby dust worth 1,500+ GP, which the spell consumes. Effect: An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choose within range.
Stat Block
- Level
- 7
- School
- Evocation
- Casting Time
- Action
- Range / Area
- 100 feet
- Components
- V, S, M
- Duration
- 1 Hour
- Ritual
- No
- Concentration
- No
- Classes
- Bard, Warlock, Wizard
- Material
- ruby dust worth 1,500+ GP, which the spell consumes
Description
An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose. A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area. When you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside it, are pushed away from the center of the area until they are completely outside it. A creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave, it must first make a Charisma saving throw. On a successful save, the creature can use that magic to exit the cage. On a failed save, the creature doesn't exit the cage and wastes the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel. This spell can't be dispelled by Dispel Magic.
5e (2014) vs 2024 changes
This spell has both a 5e (2014) and 2024 Player's Handbook version. Doungim shows the current 2024 stat block above. Differences between editions typically affect components, range, or scaling — check both source books for the table.
Doungim Lore
School Fit
The Evocation tradition is direct. A spell is cast, an energy is released, a creature loses hit points. The school is the simplest to read and the hardest to play well, because positioning is the difference between a good Fireball and a TPK. Forcecage sits in Evocation because the spell focuses magical energy into a visible, immediate effect. At level 7, a single cast of Forcecage can be the most important action of the adventuring day.
Class Fit
- Bard: At the Bard table, Forcecage matters most when the College's signature features are on cooldown or out of charges. Otherwise the class has cheaper answers. 100 feet is enough range that Forcecage doesn't pull the caster forward.
- Warlock: On a Warlock sheet, Forcecage competes with Hex (the early concentration default) and with whatever upcast pact slot the build prioritises. The 100-foot range on Forcecage leaves room for the caster to stay in the back line.
- Wizard: Tier 3 and tier 4 Wizards add 5th-9th level spells to the book — Forcecage interacts with those upper-tier picks as part of a full prep loadout. At 100 feet, Forcecage stays usable from the caster's typical positioning.
Related Spells
Frequently Asked Questions about Forcecage
- What level spell is Forcecage?
- Forcecage is a level 7 spell from the Evocation school. The classes that can prepare it: Bard, Warlock, Wizard.
- What save does Forcecage require?
- Forcecage calls for a Charisma save against the caster's DC. Success conditions are described in the spell text.
- What is the range of Forcecage?
- Forcecage can target a point or creature within 100 feet of the caster.
- How long does Forcecage last?
- Without concentration, Forcecage runs for its full 1 hour duration regardless of what else the caster is doing.
- What components and casting time does Forcecage need?
- To cast: the components are V, S, M. Additionally, Material component: ruby dust worth 1,500+ GP, which the spell consumes.