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Spells

Plane Shift

Transports you and up to eight willing hand-linked creatures to another plane of existence via a forked metal rod attuned to your destination. Target a location in general terms (a...

Granted Features
Automatic:
Charisma save to transport one creature to a harmless demiplane for up to 1 minute, leaving it Incapacitated. Aberrations, Celestials, Elementals, Fey, and Fiends don't return after 1 minute and are sent to a random plane tied to their type instead. Upcast to target one additional creature per slot level above 4th. Search fit: remove enemy from combat, planar banishment, prevent creature return, Fey or Fiend exile.

You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as a specific city on the Elemental Plane of Fire or palace on the second level of the Nine Hells, and you appear in or near that destination, as determined by the GM. Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.

Level 7th-Level · School Conjuration · Casting Time 1 action · Range Touch · Components V, S, M (a forked, metal rod worth 250+ GP and attuned to a plane of existence) · Duration Instantaneous · Classes Cleric, Druid, Sorcerer, Warlock, Wizard