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.
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.
Classes
slugmagic-circle
higher_levelWhen 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.
pagephb 256
range10 feet
target_range_sort10
componentsV, S, M
requires_verbal_componentsYes
requires_somatic_componentsYes
requires_material_componentsYes
materialHoly water or powdered silver and iron worth at least 100 gp, which the spell consumes.
can_be_cast_as_ritualNo
duration1 hour
requires_concentrationNo
casting_time1 minute
level_int3
spell_level3
schoolAbjuration
dnd_classCleric, Paladin, Warlock, Wizard
archetype
circles
document__slugwotc-srd
document__title5e Core Rules
document__license_urlhttp://open5e.com/legal
document__urlhttp://dnd.wizards.com/articles/features/systems-reference-document-srd