Magic Circle
2024 Rules
- Level & School
- 3rd-level 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
- Source
- Player's Handbook (2024)
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.
2014 Rules
- Level & School
- 3rd-level abjuration
- 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
- Classes
- Cleric, Paladin, Warlock, Wizard
- Source
- Player's Handbook (2014)
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.
Using a Higher-Level Spell Slot. 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.
Magic Circle 5.5e 2024 vs. 5e 2014 edition differences
Magic Circle popularity
How popular is Magic Circle? It is a commonly found spell in the game, but is chosen less than other options when available. This spell may be situational for many spellbooks.
- Top 50% of all level 3 spells
- Top 50% of all 5e spells
- Top 50% picked level 3 Wizard spell
- Bottom 50% picked level 3 Warlock spell
- Bottom 50% picked level 3 Cleric spell
- Bottom 10% picked level 3 Paladin spell
Read about how this popularity data is calculated.
Spells similar to Magic Circle
Forcecage 7th-level evocation
Both reshape the battlefield by creating a persistent magical enclosure that can trap or exclude dangerous creatures.
Players prefer Forcecage over Magic Circle
Forbiddance 6th-level abjuration
It creates a long-lasting protected area that specifically bars or harms extraplanar creature types, closely matching Magic Circle's defensive purpose.
Players prefer Forbiddance over Magic Circle
Hallow 5th-level abjuration
Both establish a consecrated zone that safeguards creatures inside it and can be tailored to affect particular supernatural enemies.
Players prefer Hallow over Magic Circle
Circle of Power 5th-level abjuration
A sustained abjuration centered on the caster gives nearby allies strong protection from magical effects, serving a similar defensive role.
Players prefer Circle of Power over Magic Circle
Protection from Evil and Good 1st-level abjuration
This lower-level abjuration protects a target from many of the same creature categories, including possession, charm, and hostile attacks.
Players prefer Magic Circle over Protection from Evil and Good
Gate Seal 4th-level abjuration
Its main purpose is securing an area against magical passage, especially teleportation and planar movement.
Players prefer Magic Circle over Gate Seal