Magic Circle
Material: Holy water or powdered silver and iron worth at least 100 gp, which the spell consumes.
Range: 10 feet
Duration: 1 hour
Casting Time: 1 minute
Dice Check: CHA
Level: 3
Ritual: False
Concentration: False
School: Abjuration
Range: 10 feet
Duration: 1 hour
Casting Time: 1 minute
Dice Check: CHA
Level: 3
Ritual: False
Concentration: False
School: Abjuration
Description
- - 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:
- - - 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.
- - 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.
Components
- - V
- - S
- - M
Classes
- - Cleric
- - Paladin
- - Warlock
- - Wizard
Subclasses
- - Lore