You weave a shimmering ring of dark, runic energy that hovers around you. When you cast the spell, you can look at the top three spells currently prepared or in your spellbook; you may swap one of those spells for any other spell of 4th level or lower that you know.
Tactical Banishment
The circle reacts to the arrival of your dark allies. While the spell is active, whenever you successfully summon or teleport a creature of the Fiend, Undead, or a dark-aligned Spellcaster to a space within 30 feet of you, you can use your Reaction to target one creature you can see within the same radius:
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The Save: The target must succeed on a Charisma Saving Throw against your Spell Save DC.
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The Effect: On a failure, the target is vanished into a shadowy pocket dimension. It is Incapacitated and its speed is 0.
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The Return: At the end of the current turn, the target reappears in the space it left or the nearest unoccupied space.
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The Drawback: A creature that succeeds on this save, or has been affected by it once, is immune to this spell's banishment for the next 24 hours.
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