You attempt to Exile 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 for the duration. If the target is native to the plane of existence you’re on, you banish the target to a random plane.
While there, the target is free to act. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the target is native to a different plane of existence than the one you’re on, the target is banished with a faint popping noise, returning to its home plane. If you loose Concentration on the spell or if it is dispelled then the Target Returns to the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn’t return and can´t enter this Plane for 1d4+1 Days, attempting this during the spells Exile is difficult and requires a set of things: a way of Planar Travelling and Beating the Charisma Saving throw, a failed attempt will cause the creature to be Exiled for additional time of 2d4+4 Days.
At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, you can target one additional creature for each slot level above 7th, doing so means they all end up in the same Exiled Plane.
* - (a alexandrite gem worth at least 1000gp)Previous Versions
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