Spell
Magic Circle
REG-1DB11A77
Spell Briefing
Level
Level 3
School
Abjuration
Casting Time
1 minute
Range
10 feet
Components
V, S, M (salt and powdered silver worth 100+ GP, which the spell consumes 10000 true)
Duration
1 hour
Classes
You create a 10-foot-radius, 20-foot-tall Cylinder [Area of Effect] of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the Cylinder [Area of Effect] intersects with the floor or other surface.
Choose one or more of the following types of creatures: Celestials, Elementals, Fey, Fiends, or Undead. The circle affects a creature of the chosen type in the following ways:
- The creature can't willingly enter the Cylinder [Area of Effect] by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.
- The creature has Disadvantage on attack rolls against targets within the Cylinder [Area of Effect].
- Targets within the Cylinder [Area of Effect] can't be possessed by or gain the Charmed or Frightened condition from the creature.
Each time you cast this spell, you can cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the Cylinder [Area of Effect] and protecting targets outside it.
At Higher Levels
Using a Higher-Level Spell Slot
The duration increases by 1 hour for each spell slot level above 3.
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Classes: Cleric, Warlock, Wizard, Paladin
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Subclasses: Bard (College of Lore), Cleric (Arcana Domain), Fighter (Eldritch Knight), Ranger (Monster Slayer), Rogue (Arcane Trickster), Sorcerer (Divine Soul), Wizard (Abjurer)
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Feats / Features: Mark of Warding