Magic Circle

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 charmed, frightened, or possessed by the creature.
  • When you cast this spell, you can elect to 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. When you cast this spell using a higher level spell slot, the duration increases by 1 hour for each spell level above its base level.

    This is a rare option

    This option requires special permission to take. In the case of spells, psionic powers, and similar options, this option must be found in the world and cannot be taken upon level-up.

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    Table of Contents

     
    2nd Edition
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    AoE
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    Casting Time
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    3.5th Edition
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    Spell Resistance
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    4th Edition

     
    5th Edition
    Level
    Cleric 3, Paladin 3, Warlock 3, Wizard 3, Bard 4
    Casting Time
    1 Minute
    Range
    10 Feet
    Components
    V, S, M (Holy water or powdered silver and iron worth at least 100 gp, which the spell consumes)
    Duration
    1 Hour

     
    Pathfinder 2e
    Tags
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    Traditions
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    Cast
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    Defense
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