Magic Circle

 

Effects

Draw a circle of magic runes sizing between 1x1 and 4x4 tiles on the ground and complete an incantation that empowers the caster's ritual workings (Dream, Identify, Legend Lore, Planar Binding, Scrying and custom rituals gain +4 on their rolls or a +1 to DC).   For additional cost (1 small component per type), 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 circle 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 may invert the circle, preventing creatures of the specified types from leaving the cylinder instead.
    Level
    Adept
    Related School
    Abjuration
    Material Components
    Verbal, Somatic, Material
    Cost
  • Medium Component Pouch
  • Iron Bar (Iron)
  • Divine caster: Holy Water
  • Arcane caster: Silver Ore (Powdered Silver)