Magic Circle
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.
Material Components
Holy water worth at least 100 gp, which the spell consumes
Gestures & Ritual
Verbal, Somatic, Material
Related School
Abjuration
Effect Duration
1 hour
Effect Casting Time
1 minute
Range
10 feet
Level
3rd
Applied Restriction
Cleric, Paladin, Warlock, Wizard
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