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Spell

Magic Circle

Level 3 Abjuration

Player's Handbook (2024) Page 293
Casting Time1 minute
Range10 feet
Duration1 hour

Components

V, S, M

Spell 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.

Using a Higher-Level Spell Slot

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 duration increases by 1 hour for each spell slot level above 3.
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 or 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.
Affects Creature Type: Celestial Affects Creature Type: Elemental Affects Creature Type: Fey Affects Creature Type: Fiend Affects Creature Type: Undead Area: Y Misc: Sgt Saving Throw: Charisma
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