Casting Time: 1 action
Range: Touch
Components: V, S, M
Duration: Instantaneous
Save: Charisma
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 the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM's discretion.
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.
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 a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.
Material Component:
a forked, metal rod worth at least 250gp, attuned to a particular plane of existence
Verbal Component:
Afflecto ti Planorum
Verbal Component (Alternative):
Through the realms and planes most swift, I conjure a gate through which I shift.
Classes: Cleric, Druid, Sorcerer, Warlock, Wizard
Tags: Banishment, Teleportation
Source: Player's Handbook [5th Edition] (page 266)
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Other Planes and Effects
Below is information about this spell as it relates to other planes and area of effects (i.e. underwater). Some of the information is pulled official D&D sources (such as books and the twitter feeds of D&D officials), but other information is derived from forums and online discussions. As always, it is up to the DM to decide how they wish to handle spell effects.
Plane Shift and Sigil
From Planescape Adventures in the Multiverse, Sigil and the Outlands:
Effects that allow interplanar travel, such as astral projection or plane shift, fail if used to try to enter or leave Sigil, with one exception (see 'Teleportation Circles').
In addition, if the
Maze spell is cast on a creature and they are banished to a maze while in Sigil, that creature can not Plane Shift out of the maze. However, if trapped inside a maze
outside of a Sigil, then a player
may plane shift out of a maze.
Underwater - Verbal Component
Official rules have been verified by Jeremy Crawford - "No rule prohibits verbal components from working underwater. Keep in mind that if you're talking, you're not holding your breath." Hence, while submerged underwater and holding its breath, a creature can cast a spell that requires a verbal component. After casting the spell, if the creature can't breathe underwater, it immediately runs out of breath. The creature can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round).