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 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 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.
At 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. |