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Plane Shift

Plane Shift is a powerful conjuration spell that transports a target or targets across planes of existence.  

SRD/OperaQuest

Plane Shift

7-level Conjuration

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: the sigil sequence of a particular teleportation circle
Duration: Instantaneous
You and up to eight willing creatures who link hands in a circle are transported across planes of existence. Iif you know the rune sequence of a teleportation circle on another plane of existence, this spell takes 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.   You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to the teleportation circle whose rune sequence you specifiy in the casting. A creature so transported must find its own way back to your current plane of existence.
Available for: Cleric, Sorcerer, Warlock, Wizard, Druid
  This spell exclusively works in conjunction with teleportation circles, and you must know the rune sequence for a specific teleportation circle in order to reach it yourself or banish an unwilling creature there. Spellcasters who use Plane Shift typically keep a notebook to record the rune sequences of circles they wish to visit. Recording a rune sequence accurately takes ((2d4-INT)/2) hours of studying and can be done during a short or long rest. (Treat a roll of 0 or below as 10 minutes.) A circle's rune sequence can always be recorded at its location, provided that the caster can spend the required amount of time there and that the circle is not hidden or obscured by illusion magic. Well-known public circles, like those in city market squares or at major temples, can be found easily in any library or temple scribes' tower. Owners of private circles tend to guard their rune sequences carefully. Mages often guard their personal collections of rune sequences, too—though many trade rare rune sequences within their inner circles like collectibles. There is a controversial and little-known class of circles, known as banishment circles or sometimes punishment circles, that are intentionally installed in extreme or inhospitable environments, intended as destinations for criminals or one's enemies. Some mages see these as an unthinkably cruel fate; others consider them an invaluable solution to the forces that threaten society. Most immortals take enormous offense at being sent to a banishment circle, and many will expend incredible energy tracking down and punishing the spellcaster that dared send them there.

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