SRD5:Magic Circle: Difference between revisions
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'''{{ | '''Magic Circle''' is a {{5ed|Spell}} in [[5e|5th edition]]. | ||
{{5e Spell | {{5e Spell | ||
|name=Magic Circle <!-- name of spell--> | |name=Magic Circle <!-- name of spell--> | ||
|sorttext= | |sorttext= | ||
|refs={{SRD5ref}} <ref>casters list ({{5ep|Eldritch Knight}}) — {{Cite Pub|Player's Handbook (5e)|pages=75}}</ref> | |||
|level=3 <!-- level of spell, 0-9. please use 0 for cantrips. --> | |level=3 <!-- level of spell, 0-9. please use 0 for cantrips. --> | ||
|school=Abjuration <!-- spell school name only; ex: Transmutation --> | |school=Abjuration <!-- spell school name only; ex: Transmutation --> | ||
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|range=10 feet <!-- range --> | |range=10 feet <!-- range --> | ||
|comp=V, S, M | |comp=V, S, M | ||
|material={{srd5lc|Holy Water}} or powdered silver and iron worth at least 100 gp, which the spell consumes <!-- material components --> | |material={{srd5lc|Holy Water}} or powdered silver and iron worth at least 100 {{SRD5|gp}}, which the spell consumes <!-- material components --> | ||
|vcomp=true | |vcomp=true | ||
|ccomp=true | |ccomp=true | ||
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|summary= <!-- summary for nav pages --> | |summary= <!-- summary for nav pages --> | ||
|fluff= <!-- not used--> | |fluff= <!-- not used--> | ||
|rules=You create a 10-foot-radius, 20-foot-tall {{srd5lc|Cylinder}} of magical energy centered on a point on the ground that you can see within | |rules=You create a 10-foot-radius, 20-foot-tall {{srd5lc|Cylinder}} of magical energy centered on a point on the ground that you can see within {{srd5lc|Range}}. Glowing runes appear wherever the cylinder intersects with the floor or other surface. Choose one or more of the following types of {{srd5lc|Creature}}s: {{srd5lc|Celestial}}s, {{srd5lc|Elemental}}s, {{srd5lc|Fey}}, {{srd5lc|Fiend}}s, or {{srd5lc|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 {{srd5lc|Teleport}}ation or {{srd5lc| | * The creature can’t willingly enter the cylinder by nonmagical means. If the creature tries to use {{srd5lc|Teleport}}ation or inter{{srd5lc|Planar Travel}} to do so, it must first succeed on a {{SRD5|Charisma}} {{srd5lc|Saving Throw}}. | ||
* The creature has {{srd5lc|Disadvantage}} on {{srd5lc|Attack Roll}}s against targets within the cylinder. | * The creature has {{srd5lc|Disadvantage}} on {{srd5lc|Attack Roll}}s against targets within the cylinder. | ||
* Targets within the cylinder can’t be {{srd5lc|Charmed}}, {{srd5lc|Frightened}}, or possessed by the creature. | * Targets within the cylinder can’t be {{srd5lc|Charmed}}, {{srd5lc|Frightened}}, or possessed by the creature. | ||
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<div class="source"> | <div class="source"> | ||
==Sources== | ==Sources and Notes== | ||
<references /> | |||
{{SRD5 Footer|Spell}} | {{SRD5 Footer|Spell}} | ||
Latest revision as of 19:55, 29 September 2021
Magic Circle is a Spell in 5th edition.
5e Spell
Magic Circle [SRD5 OGL/CC-BY] [1] [2]
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
Scales: Yes
Casters: Cleric, Eldritch Knight, 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.
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.
Sources and Notes
- Wizards RPG Team. SRD-OGL v5.1 (5e) (2015.05.06). Wizards of the Coast. Licensed: OGL & CC-BY. ↑
- casters list (Eldritch Knight) — Wizards RPG Team. Player's Handbook (5e) (5e) (2014-08-19). Wizards of the Coast. ISBN 9780786965601. p. 75. ↑
Back to Main Page → DnD → 5e → SRD5 → Spells → Magic Circle
- Open Game Content
Spell data +
| Spell | Level | School | Casting | Range | VSM | VC | CC | Casters | Canon | Sources |
|---|---|---|---|---|---|---|---|---|---|---|
| Magic Circle | 3 | Abjuration | minute | 10 feet | V • S • M | Yes | Yes | Cleric • Eldritch Knight • Paladin • Warlock • Wizard | Yes | SRD-OGL v5.1 |
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