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.
- 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.
- Also the creature have an advantage on the attack rolls which are against to the targets within the cylinder.
- 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:
Attributes
Casting Time | 1 minute |
Classes | Cleric, Paladin, Warlock, Wizard |
Components | V S M |
Duration | 1 Hour |
Higher Spell Slot Desc | When 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. |
Level | 3 |
Material | Holy water or powdered silver and iron worth at least 100 gp, which the spell consumes. |
Name | Magic Circle |
Range | 10 feet |
School | Abjuration |
Target | A 10-foot-radius, 20-foot-tall cylinder centered on a point on the ground that you can see within range |