You and even up to eight willing creatures those who link the hands in a specific circle are being transported to the different plane of an existence. You can also specify your target destination in general terms, like the city of brass on an elemental plane of fire or even the palace of dispater on the second level of the nine hells, and also you would be appeared in or near that destination.
Suppose, if you are trying to reach out the city of brass, for instance, then you might be arrived in its street of steel, before its gate of ashes, or even looking at the city from across the sea of fire, at your dm’s discretion.
So, alternatively, if you’d know about the sigil sequence of the teleportation circle on an another plane of existence, actually this spell can take you for that circle. Suppose, if the teleportation circle is too way smaller to hold all these creatures that you transported, they would visible in a closest unoccupied spaces next to the circle.
You can also use this specific spell to banish an unwilling creature for an another plane. So make sure to select a creature that is within your reach and also make a melee spell attack against it. But on a hit, the creature should make a charisma saving throw. However if a creature fails the save, then it is transported to the random location on the plane of existence that you specify.
Even though a creature so transported should be find out its own way back to your current plane of existence.
- Casting Time: 1 Action
- Classes: Cleric, Sorcerer, Warlock, Wizard, Druid
- Components: V S M
- Duration: Instantaneous
- Level: 7
- Material: A forked, metal rod worth at least 250 gp, attuned to a particular plane of existence
- Name: Plane Shift
- Range: Touch
- School: Conjuration
- Target: You and up to eight willing creatures who link hands in a circle