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
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
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
Magic Circle is a seldom chosen level 3 spell. Choosing it adds a unique option to your spellbook.
- Bottom 10% level 3 Cleric spell
- Bottom 25% level 3 Paladin spell
- Bottom 25% level 3 Warlock spell
- Bottom 50% level 3 Wizard spell
Spells similar to Magic Circle
Protection from Evil and Good 1st-level abjuration
It gives similar protections against celestials, elementals, fey, fiends, and undead and prevents those creatures from affecting a protected target.
Hallow 5th-level abjuration
This is a larger-area, longer-lasting ward that can be tailored to affect or ward specific creature types and grants defensive benefits inside the area.
Forbiddance 6th-level abjuration
Like the circle, it creates a warded area that controls who can enter or leave and shapes the battlefield to exclude or punish certain creatures.
Antilife Shell 5th-level abjuration
It produces a radius around the caster that prevents creatures from entering, matching the circle’s function of blocking movement into an area.
Glyph of Warding 3rd-level abjuration
This creates a placed magical ward with selectable triggers and protections, serving a similar defensive and area-based role despite different delivery.