Greater Banishment

| Level | School | Casting time | Range / Area |
|---|---|---|---|
| 7th | abjuration | 1 action | 60 feet |
| Duration | Concentration | Ritual | Components |
| 1 minute | Yes | No | V, S, M* |
Description
You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished to a plane of your choice.You can choose any plane of existence with which you are familiar. The target appears in a location on that plane appropriate to the environment, at the DM's discretion. If the plane has no suitable location for the creature, the spell instead fails.
While banished, the target remains on that plane and experiences its normal environmental effects. The spell does not protect the target from those effects.
Returning
If you maintain concentration on this spell for the entire duration, the banishment becomes permanent. Otherwise, the target returns to the space it previously occupied, or the nearest unoccupied space if that space is occupied.If you maintain concentration for the full minute, the target does not automatically return. It must find another means of leaving the plane.
Planar Destinations
The following are examples of planes and the effects a creature might encounter there. These are not exhaustive; the DM can use similar effects for other planes.| Plane | Example Effects |
|---|---|
| Elemental Plane of Fire | The creature takes fire damage at the start of each of its turns. |
| Elemental Plane of Water | The creature is completely submerged and begins suffocating unless it can breathe underwater. Strong currents may carry it in a random direction. |
| Positive Energy Plane | The creature regains hit points at the start of each of its turns. If the target is undead, it instead takes radiant damage. |
| Negative Energy Plane | The creature takes necrotic damage at the start of each of its turns. |
| Shadowfell | At the end of each hour, the creature must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion. |
| The Abyss | At the end of each hour, the creature must succeed on a DC 15 Wisdom saving throw or gain a short-term form of madness. |
| Avernus | The creature takes fire damage at the start of each hour and risks attracting the attention of devils native to the plane. |
| The Far Realm | At the start of each of its turns, the creature must succeed on a DC 15 Wisdom saving throw or take psychic damage and be frightened until the start of its next turn. |
Classes:bard cleric sorcerer warlock wizard
Tags:bardclericsorcererwarlockwizardteleportationupper planeslower planes




