Plane Shift, “Worldrend Passage”

Step beyond the world’s skin and force reality itself to yield—whether to passage… or exile.
There are spells that move you across the world, and there are spells that move you beyond it. Plane Shift does not shorten distance—it abandons it entirely. It is the act of leaving one existence and entering another, guided not by roads or coordinates, but by alignment, preparation, and dangerous certainty.
Plane Shift 5.5
Plane Shift 3.5
Plane Shift

You grasp the boundaries of existence and cross them by will alone.
You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can name a destination in general terms on that plane, and you appear in or near it as the DM determines. If you know the sigil sequence of a teleportation circle on another plane, you can instead arrive precisely at that circle.
Alternatively, you can use this spell to forcibly cast a creature out of your reality. Make a melee spell attack against a creature within your reach. On a hit, the target must make a Charisma saving throw. On a failure, it is transported to a plane of existence you specify. On a success, the creature resists the effect and remains where it is.
This spell is instantaneous. Those transported arrive physically and wholly within the destination plane.
7th-Level Conjuration
Casting Time: 1 Action
Range: Touch
Components: V, S, M (a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence)
Duration: Instantaneous
Available To: Cleric, Druid, Sorcerer, Warlock, Wizard
Overview
Plane Shift is not movement. It is departure from the world as a fixed condition.
Where lesser magic crosses distance, this spell crosses law. Air may burn. Time may fracture. The sky may think. Gravity may judge. You do not travel to a place—you enter a reality whose rules are not your own.
Mechanically, the spell provides two distinct powers:
- Transplanar Passage: reliable group transport across planes, with broad but not absolute control over arrival
- Planar Exile: a direct, forceful removal of a creature from the current reality
Together, these make Plane Shift one of the most strategically defining spells in high-level play.
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.
Best Uses
Planar Expedition:
The primary use. Take the party into another plane to pursue relics, allies, knowledge, or survival.
Emergency Escape:
When survival depends on leaving reality immediately, Plane Shift ends the encounter entirely.
Targeted Insertion:
With a known teleportation circle, this becomes precise interplanar deployment—ideal for infiltration, diplomacy, or rescue.
Exile Strike:
Remove a key enemy from the battlefield permanently—if they fail their save. This is one of the few effects that can end a threat without killing it.
Limits That Matter
Willing Creatures Only (Transport):
You cannot forcibly bring others with you in group travel. The circle must be intentional and coordinated.
Physical Formation Required:
Creatures must be linked in a circle. This is a real tactical constraint under pressure.
Arrival Is Not Perfect (Without Circle):
“Near” the destination can still mean danger. You are choosing a realm, not a safe landing point.
Material Component Matters:
The attuned rod is not flavour—it is a key to reality. Without it, the spell cannot function.
Exile Is Not Guaranteed:
The melee spell attack can miss, and the target may succeed on its Charisma save. This is powerful, but not absolute.
Tactics
Treat Plane Shift as a planned operation, not a reaction.
Secure your attuned rod well in advance. Know your destination. Understand what “arrival nearby” might actually mean in a hostile plane.
Use exile carefully. It is strongest against creatures with poor Charisma saves and most decisive when removing a singular, high-impact threat.
Remember: this spell does not reposition a fight.
It ends the current reality of the fight entirely.
DM Notes
This spell changes the structure of your campaign.
Once players can cast Plane Shift, geography is no longer the primary boundary—cosmology is.
Use its built-in limits:
- Broad arrival zones
- Required material attunement
- Physical casting constraints
Do not negate the spell—but do ensure that other planes feel like real, sovereign environments, not interchangeable backdrops.
A good use of Plane Shift should feel like stepping into a place where:
- The rules are different
- The stakes are unclear
- And the players are no longer in control
Good Combinations
- Teleportation Circle: Turns approximate arrival into precise insertion.
- Banishment: Handles short-term removal; Plane Shift handles permanent exile.
- Forbiddance: Defines who may cross boundaries—powerful when paired with those who can.
- Gate: The next evolution—when even Plane Shift is not absolute enough.
Plane Shift

You move yourself or some other creature to another plane of existence or alternate dimension.
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.
Conjuration (Teleportation)
Level Cleric 5, Sorcerer/Wizard 7
Components V, S, F
Casting Time 1 standard action
Range Touch
Target Creature touched, or up to eight willing creatures joining hands
Duration Instantaneous
Saving Throw Will negates
Spell Resistance Yes
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.
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