Magic Circle
AbjurationYou 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 spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.
Spell Details
Player Guide
Cast Magic Circle before combat begins to establish a fortified position, as it requires concentration and setup time. Position it strategically to control chokepoints and prevent enemy reinforcements—celestials, elementals, fey, fiends, and undead cannot cross the boundary, making it invaluable against specific creature types. Use it defensively to protect allies during ritual casting or healing, or offensively to trap dangerous enemies away from your position. Remember that enemies already inside the circle can still act freely and attack you, so don't rely on it as a complete containment solution.
Spell Combos
DM Tips
Magic Circle's effectiveness depends heavily on enemy composition—it's game-changing against fiend-heavy encounters but useless against humanoids or beasts. Remember the circle lasts 1 hour and creatures can be forced into it by external effects, and those already inside aren't contained unless other conditions prevent exit.