Divine Magic • Core Spell Reference
Banishment

Choose your edition before using the spell. Its level, casting procedure, targets, effects, and limits follow the rules in the selected panel.
Banishment at a Glance
| 5.5e (2024) | Level 4 |
|---|---|
| 5e (2014) | Level 4 |
| Pathfinder 1e | Level 6 |
| D&D 3.5e | Level 6 |
| Browse | Cleric spells • Cleric class |
Spell Rules
Banishment — 5.5e (2024)
Cleric spell level 4. Edition source.
| Spell | Level 4 Abjuration (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.
Banishment — 5e (2014)
Cleric spell level 4. Edition source.
| Spell | 4th-level abjuration |
|---|---|
| Casting Time | 1 action |
| Range | 60 feet |
| Components | V, S, M (an item distasteful to the target) |
| Duration | Concentration, up to 1 minute |
You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished. If the target is native to the plane of existence you’re on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the target is native to a different plane of existence than the one you’re on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn’t return.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
Banishment — Pathfinder 1e
Cleric spell level 6. Edition source.
| School | abjuration |
|---|---|
| Level | cleric 6, sorcerer/wizard 7 |
| Casting Time | 1 standard action |
| Components | V, S, F (see text) |
| Range | close (25 ft. + 5 ft./2 levels) |
| Targets | one or more extraplanar creatures, no two of which can be more than 30 ft. apart |
| Duration | instantaneous |
| Saving Throw | Will negates |
| Spell Resistance | yes |
A banishment spell is a more powerful version of the dismissal spell. It enables you to force extraplanar creatures out of your home plane. As many as 2 Hit Dice of creatures per caster level can be banished.
You can improve the spell’s chance of success by presenting at least one object or substance that the target hates, fears, or otherwise opposes. For each such object or substance, you gain a +1 bonus on your caster level check to overcome the target’s spell resistance (if any), and the saving throw DC increases by 2.
Certain rare items might work twice as well as a normal item for the purpose of the bonuses (each providing a +2 bonus on the caster level check against spell resistance and increasing the save DC by 4).
Banishment — D&D 3.5e
Cleric spell level 6. Edition source.
| School | Abjuration |
|---|---|
| Level | Clr 6, Sor/Wiz 7 |
| Components | V, S, F |
| Casting Time | 1 standard action |
| Range | Close (25 ft. + 5 ft./2 levels) |
| Targets | One or more extraplanar creatures, no two of which can be more than 30 ft. apart |
| Duration | Instantaneous |
| Saving Throw | Will negates |
| Spell Resistance | Yes |
A banishment spell is a more powerful version of the dismissal spell. It enables you to force extraplanar creatures out of your home plane. As many as 2 Hit Dice of creatures per caster level can be banished.
You can improve the spell’s chance of success by presenting at least one object or substance that the target hates, fears, or otherwise opposes. For each such object or substance, you gain a +1 bonus on your caster level check to overcome the target’s spell resistance (if any), the saving throw DC increases by 2.
Certain rare items might work twice as well as a normal item for the purpose of the bonuses (each providing a +2 bonus on the caster level check against spell resistance and increasing the save DC by 4).
Arcane Focus: Any item that is distasteful to the subject (optional, see above).
Why This Spell Is Dangerous in the World
Banishment is dangerous because it allows mortal spellcasters to contest presence itself.
Steel kills. Fire destroys. But this spell acts at a higher level. It denies a creature the right to exist in the current place at all.
In a living world, this reshapes institutions. Temples become authorities of spiritual exclusion. Courts develop rites of removal. Sanctuaries, summoning halls, and royal courts become places where presence can be judged and revoked.
Its danger lies in its restraint. There is no explosion, no spectacle—only absence. A bodyguard vanishes. A witness disappears. A summoned envoy is removed mid-negotiation. The world quickly learns that such magic does not need drama to become power.
Why This Spell Is Dangerous in the World
Banishment is dangerous because it makes presence conditional.
In a world where the spell is known, strength is no longer enough to guarantee that a being may remain where it stands. Summoned creatures, infernal envoys, elemental servants, fey guests, and things dragged through ritual breach all become vulnerable to one disciplined act of refusal. That changes religion, law, diplomacy, and fear.
A king protected by bound outsiders is no longer merely powerful; he is exposed to anyone who can cast his protectors out. A cult that tears open the world for a patron spirit risks seeing its godling sent back in front of the faithful. A court that hosts extraplanar ambassadors must reckon with the fact that one priest, one magus, or one inquisitor may be able to turn hospitality into exile.
Even when used against native creatures, the spell alters institutions. It changes arrests, rescues, trials, duels, and sieges. A dangerous person can be removed from the room for one minute, and one minute is often long enough to decide who rules, who flees, who dies, and who survives.
Rules Sources and Licensing
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