You create a rift in a line for 60 feet that is 10 feet wide. Creatures in the area when you initially cast this spell must make a Charisma saving throw or be sent to another plane of existence. Creatures that start their turn in the rift or enter the rift for the first time must also make the saving throw. When a creature fails their saving throw, they roll 1d6, and depending on what they roll, they are transported to one of the following planes. When a creature is sent to one of the following planes, they appear in a random place within that plane.
1: The creature is sent to the Abyss.
2: The creature is sent to Limbo.
3: The creature is sent to the Nine Hells.
4: The creature is sent to Pandemonium.
5: The creature is sent to Carceri.
6: The creature is sent to the Astral Plane.
This is looking like a pretty cool spell! I've always loved the idea of sending enemies flying through different planes and it works great for my planewalker type PC. One thing I would advice to change, however, is the times people make saving throws. In 5e the general philosophy is that either of the following rules is followed in case of AoE (Area of Effect) continuous spells. The targets either make the save when the spell is cast and then whenever they end their turn in the target area, or they make it when they start their turn in the area. Making a save whenever they first enter the area on their turn is optional and is perfectly fine on either of these choices. If you're looking for examples of these design choices you can see it in the spells Insect Plague and Moonbeam respectively.
The way you currently have it set up you can cast the line over a creature, force them to make a saving throw, and then if they succeed as soon as they start their turn they will have to make another saving throw. This is extremely strong as the target has had no opportunity to avoid it at all and although it's not against any explicit rule I would strongly advice to avoid it as much as you can since it can be perceived as very unfair.
That being said, I love your choices of planes that the targets can end up in. These are some of the most interesting planes to accidentally (or against your will) end up in, in my opinion. Especially Limbo is such a fun place, although perhaps I am biased as my party once ended up there shortly on a Plane Shift gone wrong haha.
Don't send them to the Nine Hells, because the spell is supposed to be a "chaotic rift." The Nine Hells is a plain of LAW and EVIL. Maybe replace the Nine Hells with a more chaotic plane, like Arborea or Ysgard.
make one of em send em to achon