Level
5th
Casting Time
1 Action
Range/Area
Touch
Components
V, S, M *
Duration
1 Round
School
Conjuration
Attack/Save
CHA Save
Damage/Effect
Banishment (...)

You touch one creature and choose a location that you can clearly see within 500 feet. The creature is instantly teleported to that location along with anything it is wearing or carrying. If the creature is unwilling, you must make a melee spell attack. At the start of your next turn, the creature is teleported back to its original location. The creature can otherwise perform actions normally for the duration.

A maximum of 500 pounds of creature and equipment can be transported by this spell. If the creature is Grappled, Restrained, or loaded with more weight than it can carry, the teleportation fails.

If the return location is occupied by another creature or object when the spell ends, the target of this spell does not return to that location. Instead, the DM rolls 1d100 and consults the following table.

01-33
Target takes 3d10 force damage.

34-89
Target appears a random distance from the return location. The distance is 1d100 percent of the distance of the fleeting journey. For example, if the journey was 500 feet, and the DM rolled a 20 on the d100, then the target would appear 100 feet away from the return location, in a random direction. The DM determines the direction by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If the new location is occupied, roll again on this table.

90-100
Target must make a Charisma saving throw against the caster's Spell Save DC or be pushed into the Astral Plane. On a successful save, the creature or object occupying the location is pushed into the Astral Plane instead.

* - (a small ball of uncured rubber)

Spell Tags: Teleportation Control Banishment Exploration

Available For: Bard (Legacy) Wizard (Legacy)

runar

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