Level
2nd
Casting Time
1 Reaction *
Range/Area
20 ft. ()
Components
V, S
Duration
Instantaneous 1 Minute
School
Transmutation
Attack/Save
CON Save
Damage/Effect
Banishment (...)

Choose up to one moving creature you see within range. You twist the world around it so that it ends up in a place other then where it intended. It makes a constitution saving throw to ground itself in reality, then refer to the following table.

Saving throw

Effect

25+

The creature is so focused and grounded in reality that it gains an additional 30ft to its walking speed on its next turn.

20-24

The creature is grounded and doesn't move at all.

15-19

The creature is barely grounded and is moved 5 ft away from it's intended target.

10-14

The creature isn't focusing at all and you can move its destination up to 30 ft away from its target.

6-9

The creature is confused and doesn't remember walking there, but it ends up 100 ft in a location of your choice from its intended target.

2-5

 The creature is very confused and ends up in a random location within 1000 ft of the target.

 1 or lower

The creature blacks out and casts plane shift on itself, but it doesn't make a saving throw and ends up in a plane of the DMs choice.
   
* - A creature attempting to move 30 or more feet.

Spell Tags: Banishment Movement Utility Environment Combat

Available For: Bard (Legacy) Druid (Legacy) Sorcerer (Legacy) Wizard (Legacy)

Doomclaw9

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