You transport the target into an extraplanar puzzle room of mysterious origin, locking them there. Once each turn as a single action, the target can attempt an Occultism check, Perception check, or Thievery check against your spell DC to solve the puzzle. Teleportation effects can't carry the target outside the puzzle room unless they can also traverse the planes, such as Interplanar Teleport. When the spell ends, the target returns to the space it occupied when it was banished, or to the nearest space if the original is now filled.
Critical Success The target solves the puzzle and escapes.
Success The target is on the right path to the solution. If it was already on the right path, it solves the puzzle and escapes.
Failure The target makes no progress toward a solution.
Critical Failure The target makes no progress and, if it was on the right path, it no longer is.
Traits
An action with this trait requires a degree of mental concentration and discipline.
This effect or item creates an extradimensional space. An extradimensional effect placed inside another extradimensional space ceases to function until it is removed.
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.
Teleportation effects allow you to instantaneously move from one point in space to another. Teleportation does not usually trigger reactions based on movement.