Magic Circle

Magic Circle

3rd-rank - Wizard Spell: Abjuration Priest Spell: Salvation Spirit

Casting Time: 1 minute
Range: 10 feet
Duration: 1 hour
Components: V, S, M
Materials: holy water or powdered silver and powdered iron worth at least 100 gp, which the spell consumes
Auditory Sensory Effects: Moderate
Visual Sensory Effects: Huge
Olfactory Sensory Effects: None
Casting Perception Mod +6
Effect Perception Mod +10

You sprinkle holy water or powdered silver and powdered iron on the ground in an intricate geometric pattern laced with powerful runes.   When the spell is completed, bright blue humming aura illuminates the pattern you have drawn and creates a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on your diagram.   Choose one or more of the following types of creatures: Celestials, Elementals, Fiends, or undead. The circle affects a creature of the chosen type in the following ways:

  • The creature can't easily enter the cylinder by magical or nonmagical means. If the creature tries to cross the barrier physically, or use teleportation or interplanar travel to do so, it must first make a Charisma check contested by your spellcasting check. If the creature wins, it crosses the barrier and the magic circle spell ends. If you win, it cannot try to enter the cylinder again until the spell ends.
  • 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 ranks: When you cast this spell as a spell of 4th rank or higher, the duration increases by 1 hour for each rank above 3rd.


 

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