pg. 297,
Faerie-Trapping Spell
This is a relatively straightforward containment
spell—the trick is to first lure the target into
your containment construct, and then convince
it to help you once it’s trapped.
Type: Thaumaturgy, binding
Complexity: It’s hard to imagine a pixie
breaking through a containment of strength
4, so aiming there is probably safe.
Duration: About one scene
Effect: The pixie is trapped in the containment
circle until the spell ends or the caster
dismisses the effect.
Variations: Add a shift or two of power to
increase the duration. You can contain
stronger creatures in a similar way, but you’ll
probably want to crank up the power.
Notes: Note that this spell simply contains the
pixie; luring it into the containment construct
to begin with might require a couple of Lore
and/or Deceit checks (a good deep dish pizza
is surprisingly good bait), and convincing it
to do as it’s asked once it’s contained might
require a social or mental conflict. (Note that
a contained pixie might have a taggable aspect
like Trapped in the Circle…)Good place to start at least. The complexity though, would Obviously need to be MUCH higher, hehe... I'm not sure if increasing the strength of the trap would also include turning it into a Triple Circles or not... Plus, only the setting, not the system goes into different forms of Circles doing different things, IE a Circle to keep out the physical, a Circle to keep out the Spiritual... And I don't know if they much go over that third one anywhere but besides in that particular book. Maybe pg. 277, getting selective with the conditions would be a good way to go about it, basically adding 6 (depending on how you look at it) to the complexity in order to get a Triple Ringed Circle. Or you could ignore it entirely as a complexity issue, and simply have it more for flavor.
Now after you decide how you WANT to do it, there are three GLARINGLY big problems to come, not even including your attempt to talk the PC's mother into giving up the Coin...
First, is how strong the Ward/Trap would need to be, as far as strength wise. Absolute MINIMUM would be a block of 10, which would assume nothing more than a Fists of +4 and a minimum of Inhuman Strength for another +2.. And that is so dangerous, as to be nearly Suicidal. I'd go for at LEAST a 20.. IF, that is, my character had an inkling of what he was really up against... But if the Denarian can use magic, even that might not be safe.
Second, your still not done with the ward. You also have to account in for duration as well. If you don't, the thing won't last much more than a few hours, or at best, till Sunrise. And the Denarian WILL know that. It will be able to tell if you designed the Circle to last a while, or if it'll be gone in a few hours easily, and will then bargain, plan or whatever accordingly. And as long as your considering Time with a capital T, how long will the players have until those that gave her the Coin will come looking for her and the characters? Couldn't it just be part of the plan that this Denarian allowed itself to be caught, just to give the other Denarians a better chance to surround the players? Or that it was an accident, and she knows if she waits long enough, her fellow Denarians will come looking for her. The Trap is a two way street. She can't get out, but nothing can get in either, without completely breaking the Circle. Duration and Time are Critical factors, unless, you know... The Denarians are no longer nearby anymore, and long gone, and shes the only one left, without any backup or anything... I guess that could happen
Third... Its a Denarian, a creature that has thousands upon thousands of years of experience, knowledge beyond your wildest imagination, beyond your most wildest dreams, more powerful than most likely anything any of the players have ever come up against ... And your trying to trap it? Think on that for a moment... A creature, like a little Pixie is one thing. The power needed to create the circle would be hardly anything at all.... Barely noticeable to all but the most observant, and those who were actually looking for it. But the power necessary to trap the Denarian, would also be one of its greatest weaknesses. It would make it very difficult to hide, even to just a normal practitioner, much less the fully developed senses of a Fallen Angel. A veil, and a very good one at that, would be most needed to aid in the Denarians capture, and even then... Normally, a veil is merely meant to prevent the sense of sight from seeing something. Sometimes it also goes deep enough to include other senses as well. Or the Veil may be intended to be a deterrent, making the target not even notice the area. But that would be a bad idea, because it would most likely make your target ignore the trap completely. You'd need a Veil that not only managed to hide the visible indications of a Trap in place, but also somehow managed to hide the sense of powerful magic that went with the circle, something I'm not entirely sure is even possible. Whats worse, if the creature has access to the Sight, no Veil could ever keep her from noticing it. This would probably be something the group would have to research into.
But then again, there is also the factor of how powerful the Denarians are in your setting. I may be HIGHLY overestimating their capacity, so you may not need to go quite as far as I've suggested. But if they are, then these are some decent guidelines and something of a start at least, hehe...
Hope it helps.