Magic Circle 5e

Specify a point that you can see on the ground within the casting distance, and create a 10-foot radius and 20-foot-high columnar magic energy there. Flashing runes will appear on the ground or other planes carrying energy pillars.

Magic Circle 5e

Level: 3rd

Classes: Paladin, Warlock, Cleric, Wizard

Casting Time: 1 minute

Range: 10 feet

Components: V, S, M

Duration: 1 hour

Specify one or more of the following types of creatures: celestial creatures, elemental creatures, essence creatures, demons, undead creatures. The magic circle will have the following effects on the specified type of creature:

• Such creatures cannot actively enter the columnar area by non-magical means. If the class
If a creature attempts to use teleportation or plane travel to enter this area, it must do so first
A charm save to determine its success.
• This type of creature has a disadvantage when making attack checks against creatures in the columnar area.
• The target in the columnar area is not charmed, panicked or possessed by such creatures.

When casting this spell, you can choose to let the magic work in the opposite direction to prevent certain types of creatures from leaving the columnar area to protect targets outside the area.

When you use a 4th-level or higher spell slot to cast this spell, the duration of the spell will increase by 1 hour for every 3rd-level spell slot you use.