5e SRD >Spells >

Phantom Banisher

7th-level conjuration

Classes: Sorcerer, Warlock, Wizard

Casting Time:1 action

Range:60 feet

Components:V, S, M (a crystal mirror worth 500gp)

Duration:Concentration, up to 1 minute

This phantom from another dimension crawls into existence and attempts to drag someone back with them. When you cast this spell, select a creature within range as the target for the phantom. The phantom appears in a space adjacent to you and immediately rushes to its prey. The phantom is not a corporeal creature and has no hit points or AC. The phantom acts at the end of your turn and moves up to 40 feet toward the target. When it reaches the target, it attempts to grapple them, forcing an Athletics or Acrobatics skill check versus your spell save DC. If they fail, they are grappled and the phantom begins to drag them back to their home dimension. This forces a Charisma saving throw versus your spell save DC. If they fail, they are immediately taken to whatever dimension the phantom came from and disappear from our reality. If they succeed, they may attempt to escape the grapple as an action. The phantom will continue to attempt to grapple and kidnap your target for the duration of the spell. If the duration ends and the phantom has not succeeded, it will simply vanish back to its realm. A creature taken to the phantom’s realm remains there even after the spell has ended and must find its own way home.

Section 15: Copyright Notice

5E: Age of Antiquity Adventure and Intrigue in the Ancient World © 2019 Aruzian Publishing, Stephen Delucchi, Marcus Lundin

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