The new D&D 2024 sheet is now available!

library
Table of Contents
Free Basic Rules (2024)

Level 3 Abjuration (Cleric, Paladin, Warlock, Wizard)

Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (salt and powdered silver worth 100+ GP, which the spell consumes)
Duration: 1 hour

You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the Cylinder 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 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.
  • Targets within the Cylinder 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 and protecting targets outside it.

Using a Higher-Level Spell Slot. The duration increases by 1 hour for each spell slot level above 3.


Magic Circle

3 Abjuration
  • Casting Time: 1 minute
  • Range: 10 feet
  • Components: V S M (salt and powdered silver worth 100+ GP, which the spell consumes)
  • Duration: 1 hour
  • Classes: Cleric, Paladin, Warlock, Wizard
  • You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the Cylinder 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 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. Targets within the Cylinder 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 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.
Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×