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Abj

Magic Circle

3rd-level Abjuration · XPHB, p. 293

Casting Time1 minute
Range10 feet
ComponentsV, S, M (salt and powdered silver worth 100+ GP, which the spell consumes)
Duration1 hour
Saving Throwcharisma
ClassesCleric, Paladin, Warlock, Wizard

Description

You create a 10-foot-radius, 20-foot-tall Cylinder [Area of Effect] of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the Cylinder [Area of Effect] 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 [Area of Effect] 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 [Area of Effect]. Targets within the Cylinder [Area of Effect] can't be possessed by or gain the Charmed or Frightened condition from the creature. Each time you cast this spell, you can cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the Cylinder [Area of Effect] and protecting targets outside it.

At Higher Levels

Using a Higher-Level Spell Slot: The duration increases by 1 hour for each spell slot level above 3.
More Abjuration spells →More 3rd-level spells →More Cleric spells →