V, S, M (A forked, metal rod worth at least 250 gp, attuned to a particular plane of existence)
Duration
Instantaneous
School
Conjuration
Level
7
Attack
Melee spell attack
Saving throw
Charisma
You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the GM's discretion.
Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.
You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.
How Plane Shift plays
You and up to eight willing creatures link hands in a circle and are transported to another plane of existence. You name the destination in general terms, such as a city on the Elemental Plane of Fire or a palace in the Nine Hells, and you appear in or near it, with the DM deciding exactly where. If you know the sigil sequence of a teleportation circle on that plane, you can arrive on the circle instead.
The material component is a forked metal rod worth at least 250 gp, attuned to a particular plane. It isn’t consumed, but you need the right rod for each plane you want to reach, so finding one is often an adventure in itself.
The spell has a second use: banishing an enemy. Make a melee spell attack against a creature within your reach; on a hit it makes a Charisma saving throw, and on a failure it’s sent to a random location on a plane you choose. It doesn’t come back when a spell ends, because nothing ends: it has to find its own way home.
When to pick Plane Shift
Campaigns that travel the planes need it; it’s the standard way to get there and back. Keep a rod tuned to your home plane so you can always return.
As a finisher, it removes one enemy for good without concentration. It needs a hit and then a failed save, and Legendary Resistance can stop it, so use it on a target that has already spent those.
As an escape, it gets the whole party off the plane in one action, provided everyone can join hands.
Common questions
Do I need a tuning fork to cast Plane Shift?
Yes: a forked metal rod worth at least 250 gp, attuned to the plane you’re going to. A component pouch or focus can’t replace it because it has a cost. It isn’t consumed, so one rod serves for every trip to that plane.
Where exactly do I arrive?
In or near the destination you named, as the DM chooses. Aim for the City of Brass and you might land in one of its streets, at its gate or looking at it from across a sea of fire. To arrive precisely, use the sigil sequence of a teleportation circle there.
How does Plane Shift banish an enemy?
Make a melee spell attack against a creature within your reach. On a hit, it makes a Charisma save, and on a failure it’s sent to a random spot on the plane you name. It’s instantaneous, so it’s permanent: the creature has to find its own way back.
How many people can Plane Shift take?
You and up to eight willing creatures, all linking hands in a circle.
Did the 2024 rules change Plane Shift?
Yes. The 2024 version drops the banishing option entirely: it only moves you and up to eight willing creatures to another plane.
The 2024 Player’s Handbook revised many spells, and the SRD 5.2 carries the new text. What changed from the 2014 version above:
Same level, casting time, range, components, duration and dice; the text is reworded for the 2024 rules glossary.
Casting time
Action
Range
Touch
Components
V, S, M (a forked, metal rod worth 250+, GP and attuned to a plane of existence)
Duration
Instantaneous
School
Conjuration
Level
7
Classes
Cleric, Druid, Sorcerer, Warlock, Wizard
You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as a specific city on the Elemental Plane of Fire or palace on the second level of the Nine Hells, and you appear in or near that destination, as determined by the GM.
Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.
2024 version from the SRD 5.2. Most tables settle on one edition, so check which one yours uses.