Chapter 10 · Magic
Magic Circle
Elemental (crystal) 3rd-level
- Level
- 3
- Casting Time
- 1 minute
- Range
- 10 feet
- Components
- V, S, M (holy water or silver and iron powder worth at least 100 GP, which the spell consumes)
- Duration
- 1 hour
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 of the spell. Glowing runes appear wherever the cylinder touches the ground or another surface.
Choose one or more of the following creature types: celestials, elementals, faeries, fiends, or undead. The circle affects creatures of the chosen type in the following ways:
- The creature can’t willingly enter the cylinder by nonmagical means. If it tries to use teleportation or planar 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 Frightened, Charmed, or possessed by it.
When you cast this spell, you can choose for it to work in reverse, preventing a creature of the specified type from leaving the cylinder, protecting targets outside it.
At Higher Levels. When you cast this spell by spending Mana points equal to a 4th-level spell or higher, the duration increases by 1 hour for each level above 3rd.
