Magic Circle
Level 3 Abjuration spell
Range10ft
Duration
1h
Cast time1min
You create a 10ft-radius, 20ft-tall cylinder of magical energy that prevents certain creatures from entering or exiting.
Glowing runes appear wherever the cylinder 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 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 rollsagainst targets within the cylinder. - Targets within the cylinder can't be charmed, frightened, or
possessedby the creature.
When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.
At Higher Levels
When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1h for each slot level above 3rd.
- name Magic Circle
- classes
- Cleric
- Paladin
- Warlock
- Wizard
- effect control
- level 3
- upcast_levels
- 3
- 4
- 5
- 6
- 7
- 8
- 9
- school Abjuration
- action_type
- action
- spell slot
- range 10
- components V, S, M
- material Holy water or powdered silver and iron worth `100gp`, which the spell consumes
- ritual false
- concentration false
- casting_time 1min
- duration 1h
- type spell
- prepared false