Magic Circle
Abjuration
Level
3
Casting Time
1 minute
Duration
1 hour
Components
Verbal, Somatic, Material
Range
10 feet
Area
Cylinder (10 feet)
Saving Throw
Charisma
You create a 10-foot radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear whenever 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:
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 rolls against targets within the cylinder.
- Targets within the cylinder can't be charmed, frightened, or possessed by the creature.
Higher level
When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.Difficulty Class
If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.Material
Holy water or powdered silver and iron worth at least 100 gp, which the spell consumes.Classes
Cleric
Paladin
Warlock
Wizard
Subclasses
Lore