Magic Circle 5E Spell

In this d&d 5e Magic Circle spell you do create a 10-foot-radius, 20-foot-tall cylinder of a magical energy centered on a point on the ground that you can able to see within a range. Basically, the glowing runes would appear wherever the cylinder intersects with a floor or else any other surface.

You can chose one or more from the following types of creatures-they are celestials, elementals, fey, fiends or undead. We have mentioned some of the ways in which the circle affects a creature of any  type which we have mentioned them in below.

  1. The creature is unable to willingly enter the cylinder through a nonmagical means. Suppose, if any creature tries to use either the teleportation or interplanar travel to do so, actually it must be succeeded on a charisma saving throw first.
  2. Also the creature have an advantage on the attack rolls which are against to the targets within the cylinder.
  3. The targets which are within the cylinder can not be charmed, frightened, or possessed  with a creature.

Whenever you cast this Magic Circle 5e spell then you can easily elect to cause its magic for being operate in a reverse direction and also preventing a creature of a specified type from leaving a cylinder and also protecting targets which are outside it.

Also read: chromatic orb 5e spell

At Higher Levels:
Whenever you cast this magic circle spell 5e by using the spell slot of 4th level or more than the 4th level, then the duration would increase by 1 hour for each slot above the 3rd level.


Casting Time1 minute
ClassesCleric, Paladin, Warlock, Wizard
ComponentsV S M
Duration1 Hour
Higher Spell Slot DescWhen 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.
MaterialHoly water or powdered silver and iron worth at least 100 gp, which the spell consumes.
NameMagic Circle
Range10 feet
TargetA 10-foot-radius, 20-foot-tall cylinder centered on a point on the ground that you can see within range

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