Banishment
- Level: 4
- School: Abjuration
- Class: Cleric, Paladin, Sorcerer, Warlock, Wizard
- Casting Time: Action
- Range: 30 feet
- Components: V, S, M (a pentacle)
- Duration: Concentration, up to 1 minute
One creature that you can see within range must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the Incapacitated condition. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
If the target is an Aberration, a Celestial, an Elemental, a Fey, or a Fiend, the target doesn't return if the spell lasts for 1 minute. The target is instead transported to a random location on a plane (GM's choice) associated with its creature type.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4.
Tactical Usage
When to Choose Banishment:
- Ultimate solution for removing dangerous enemies temporarily or permanently
- Excellent against extraplanar creatures for permanent removal
- Strong choice for thinning enemy numbers in group encounters
- Valuable for buying time during overwhelming confrontations
Target Prioritization:
- Extraplanar Creatures: Potential permanent removal (Aberrations, Celestials, Elementals, Fey, Fiends)
- High-Threat Enemies: Temporarily remove biggest dangers
- Spellcasters: Prevent casting and concentration effects
- Support Enemies: Remove healers or buff providers
Concentration Management:
- Maintain concentration for full minute for permanent extraplanar banishment
- Protected positioning essential due to concentration requirement
- Consider backup plans if concentration is broken
- Coordinate party protection during concentration period
Spell Combinations
Concentration Protection:
- Shield of Faith: AC bonus for caster protection
- Mirror Image: Deflect attacks to maintain concentration
- Counterspell: Prevent enemy dispelling attempts
- Sanctuary: Discourage targeting the concentrating caster
Tactical Coordination:
- Hold Person: Easier targets for Charisma saves
- Silvery Barbs: Force rerolls on successful saves
- Web: Control remaining enemies while maintaining concentration
- Misty Step: Escape to safer position while concentrating
Material Component Details
Pentacle:
- Symbolism: Five-pointed star representing planar boundaries and protection
- Material: Often crafted from silver, iron, or precious metals
- Cost: Moderate investment (10-50 GP for quality pentacle)
- Reusability: Same pentacle can be used repeatedly
Roleplay Opportunities:
- Describe the pentacle glowing as planar barriers weaken
- Reference the geometric precision required for dimensional magic
- Use pentacle drawing as dramatic casting gesture
- Emphasize the spell's connection to cosmic order and planar law
Creator Notes
Adjudication Guidance:
- Incapacitated condition prevents all actions and reactions
- Target cannot be damaged or affected while banished
- Permanent banishment only occurs after full 1-minute duration
- Return location must be unoccupied or spell finds nearest safe space
Encounter Design Considerations:
- Can dramatically alter encounter balance by removing key enemies
- Creates interesting tactical decisions about concentration protection
- Provides non-lethal solution for powerful extraplanar creatures
- NPCs can use this to remove troublesome party members
Balancing Notes:
- 4th-level slot cost appropriate for powerful removal effect
- Charisma save gives most creatures reasonable resistance chance
- Concentration requirement creates tactical vulnerability
- Permanent removal balanced by creature type restrictions
Environmental Interactions
Planar Mechanics:
- Creates temporary demiplane that's completely isolated
- No communication or interaction possible across planar boundaries
- Time passes normally in both planes during banishment
- Environmental effects end when creature is banished
Visual Manifestation:
- Target fades from reality with shimmering planar distortion
- Pentacle may glow or project geometric patterns
- Brief glimpse of demiplane or destination plane might be visible
- Space left behind shows no trace of banished creature
Permanent Banishment Effects:
- Extraplanar creatures sent to appropriate home planes
- May appear in dangerous or inconvenient locations
- Could potentially return through other means later
- Affects campaign ecology if frequently used
Common Rulings & Clarifications
Frequently Asked Questions:
Q: What happens to the creature's equipment when banished? A: Equipment goes with the creature and returns with them.
Q: Can banished creatures cast spells to escape? A: No, they're incapacitated and in an isolated demiplane.
Q: Does permanent banishment count as killing the creature? A: No, they're alive but on another plane.
Q: Can I banish myself for protection? A: Yes, if you're willing to be incapacitated for the duration.
Alternative Applications
Non-Combat Uses:
- Protective Isolation: Remove allies from overwhelming danger
- Problem Solving: Temporarily remove obstacles preventing progress
- Investigation: Isolate suspects or prevent interference
- Diplomatic Solutions: Remove hostile parties without violence
Creative Problem-Solving:
- Banish yourself to avoid certain death, then return when safer
- Remove innocent bystanders from dangerous situations
- Temporarily eliminate environmental hazards (animated objects)
- Create tactical advantages by controlling battlefield composition
Related Spells
Removal Magic:
- Maze: High-level removal without planar travel
- Plane Shift: Directed planar transportation
- Dimension Door: Short-range planar step
- Teleport: Long-range transportation
Incapacitation Effects:
- Hold Monster: Paralysis without removal
- Polymorph: Transformation incapacitation
- Sleep: Unconsciousness effect
- Hypnotic Pattern: Multi-target incapacitation
4th-Level Alternatives:
- Polymorph: Transformation control
- Greater Invisibility: Tactical concealment
- Freedom of Movement: Mobility enhancement
- Stone Shape: Environmental manipulation
Scaling Analysis
Level Progression:
- Available at Level 7: Mid-level tactical solution
- Multiple Targets: Higher slots enable group banishment
- Resource Investment: Significant but justified for removal effect
Target Scaling:
- 4th Level: Single target removal
- 5th Level: Two targets (major tactical advantage)
- 6th Level: Three targets (can control entire encounter)
Long-Term Viability:
- Charisma saves remain relevant at all levels
- Permanent extraplanar removal always valuable
- Concentration vulnerability increases at higher levels
- Essential tool against planar threats throughout campaign
Narrative Flavor
Extended Description: You trace the five points of the pentacle while speaking words that resonate across dimensional boundaries. Reality begins to fray around your target as the barriers between planes weaken, revealing glimpses of a stark, empty demiplane beyond. With a final gesture, you tear open a rift in space itself, and your enemy is pulled inexorably into the void between worlds, their form becoming translucent before vanishing entirely from this reality.
Sensory Details:
- Visual: Shimmering distortion as planar boundaries weaken
- Auditory: Low humming as dimensional barriers strain
- Spatial: Sense of vast emptiness beyond reality's edge
- Magical: Power flowing through geometric patterns of the pentacle
Cultural Context: Banishment represents mastery over the fundamental structure of reality itself, demonstrating the caster's ability to manipulate the very fabric of existence. Different cultures may view such power as divine authority, dangerous hubris, or necessary protection against extraplanar threats.