Divine Magic • Core Spell Reference

Plane Shift

Plane Shift, "Worldrend Passage"
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Choose your edition before using the spell. Its level, casting procedure, targets, effects, and limits follow the rules in the selected panel.

Plane Shift at a Glance

5.5e (2024)Level 7
5e (2014)Level 7
Pathfinder 1eLevel 5
D&D 3.5eLevel 5
BrowseCleric spells • Cleric class

Spell Rules

Plane Shift — 5.5e (2024)

Cleric spell level 7. Edition source.

SpellLevel 7 Conjuration (Cleric, Druid, Sorcerer, Warlock, Wizard)
Casting TimeAction
RangeTouch
ComponentsV, S, M (a forked, metal rod worth 250+ GP and attuned to a plane of existence)
DurationInstantaneous

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.

Plane Shift — 5e (2014)

Cleric spell level 7. Edition source.

Spell7th-level conjuration
Casting Time1 action
RangeTouch
ComponentsV, S, M (a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence)
DurationInstantaneous

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.

Plane Shift — Pathfinder 1e

Cleric spell level 5. Edition source.

Schoolconjuration (teleportation)
Levelcleric 5, sorcerer/wizard 7
Casting Time1 standard action
ComponentsV, S, F (a forked metal rod attuned to the plane of travel)
Rangetouch
Targetcreature touched, or up to eight willing creatures joining hands
Durationinstantaneous
Saving ThrowWill negates
Spell Resistanceyes

You move yourself or some other creature to another plane of existence or alternate dimension. If several willing persons link hands in a circle, as many as eight can be affected by the plane shift at the same time. Precise accuracy as to a particular arrival location on the intended plane is nigh impossible. From the Material Plane, you can reach any other plane, though you appear 5 to 500 miles (5d%) from your intended destination. Plane shift transports creatures instantaneously and then ends. The creatures need to find other means if they are to travel back (including casting plane shift again).

Plane Shift — D&D 3.5e

Cleric spell level 5. Edition source.

SchoolConjuration (Teleportation)
LevelClr 5, Sor/Wiz 7
ComponentsV, S, F
Casting Time1 standard action
RangeTouch
TargetCreature touched, or up to eight willing creatures joining hands
DurationInstantaneous
Saving ThrowWill negates
Spell ResistanceYes

You move yourself or some other creature to another plane of existence or alternate dimension. If several willing persons link hands in a circle, as many as eight can be affected by the plane shift at the same time. Precise accuracy as to a particular arrival location on the intended plane is nigh impossible. From the Material Plane, you can reach any other plane, though you appear 5 to 500 miles (5d%) from your intended destination.

Note: Plane shift transports creatures instantaneously and then ends. The creatures need to find other means if they are to travel back.

Focus: A small, forked metal rod. The size and metal type dictates to which plane of existence or alternate dimension the spell sends the affected creatures.

Why This Spell Is Dangerous in the World

Because it makes escape, invasion, and exile equally possible.

No prison is absolute if a caster can leave the plane.
No fortress is secure if enemies can arrive from outside reality.
No ruler is safe if they can be removed from existence entirely in a single moment of contact.

More dangerously, it makes the multiverse accessible. Not theoretical. Not divine. Practical.

Pilgrimages become literal journeys.
Wars cross planes.
Criminals vanish into other worlds.
Saints ascend—and sometimes return.

Once Plane Shift exists in a setting, the world is no longer closed.

Rules Sources and Licensing

This work includes material from the System Reference Document 5.2.1 and/or 5.1 by Wizards of the Coast LLC. The original documents are available at D&D Beyond and are licensed under CC BY 4.0. Presentation and formatting have been changed.

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