Abjuration Level 3
STANDARD
Casting Time 1 minute
Range 10 feet
Components V, S, M
Duration 1 hour
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.
Components. Holy water or powdered silver and iron worth at least 100 gp, which the spell consumes.
Spell Variants & Exotic Components – level 3
Add-on for D&D 5e.
Enhanced spell effects with exotic spell material components.
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SPELL VARIANT #1
Casting Time 1 minute
Range 10 feet
Components V, S, M
Duration 1 hour
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.
This spell variant works specifically against celestials in the following ways:
- The creature can’t willingly enter the cylinder by non magical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw with disadvantage. Even if the celestial manages to appear inside the magic circle, it suffers 1d4 necrotic damage per caster level.
- The creature must make a successful Charisma saving throw when attacking targets within the cylinder, or the attack automatically fails.
- Targets within the cylinder can’t be charmed, frightened, or possessed by the creature and gain advantage on saving throw against a spell or spell-like abilities possessed by the celestial.
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.
Components. Unholy Relic (custom minor artifact according to your campaign) of an evil aligned cult (not consumed).
SPELL VARIANT #2
Casting Time 1 minute
Range 10 feet
Components V, S, M
Duration 1 hour
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.
This spell variant works specifically against fey in the following ways:
- The creature can’t willingly enter the cylinder by non magical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw with disadvantage. Even if the fey manages to appear inside the magic circle, it suffers 1d4 cold damage per caster level.
- The creature must make a successful Charisma saving throw when attacking targets within the cylinder, or suffer the frightened condition. The creature may attempt a new saving throw every round to resist the frightened condition.
- Targets within the cylinder can’t be charmed, frightened, or possessed by the creature and gain advantage on saving throw against a spell or spell-like abilities possessed by the fey.
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.
Components. Baba Yaga‘s lock of hair (not consumed).
SPELL VARIANT #3
Casting Time 1 minute
Range 10 feet
Components V, S, M
Duration 1 hour
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.
This spell variant works specifically against fiends in the following ways:
- The creature can’t willingly enter the cylinder by non magical means. If the creature tries to use teleportation or interplanar travel to do so,
it must first succeed on a Charisma saving throw with disadvantage. Even if the fiend manages to appear inside the magic circle, it suffers 1d4 radiant damage per caster level. - The creature must make a successful Charisma saving throw when attacking targets within the cylinder, or the attack automatically fails.
- Targets within the cylinder can’t be charmed, frightened, or possessed by the creature and gain advantage on saving throw against a spell or spell-like abilities possessed by the fiend.
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.
Components. Holy Relic (custom minor artifact according to your campaign) of a good aligned cult (not consumed).
SPELL VARIANT #4
Casting Time 1 minute
Range 10 feet
Components V, S, M
Duration 1 hour
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.
This spell variant works specifically against undead in the following ways:
- The creature can’t willingly enter the cylinder by non magical means. If the creature tries to use teleportation or interplanar travel to do so,
it must first succeed on a Charisma saving throw with disadvantage. Even if the undead manages to appear inside the magic circle, it suffers 1d4 fire damage per caster level. - The creature must make a successful Charisma saving throw when attacking targets within the cylinder, or the attack automatically fails.
- Targets within the cylinder can’t be charmed, frightened, or possessed by the creature and gain advantage on saving throw against a spell or spell-like abilities possessed by the undead.
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.
Components. Holy Symbol of a 15th level cleric minimum (custom minor artifact according to your campaign) of a good aligned cult (not consumed).
SPELL VARIANT #5
Casting Time 1 minute
Range 10 feet
Components V, S, M
Duration 1 hour
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.
Blowing runes appear wherever the cylinder intersects with the floor or other surface.
This spell variant works specifically against elementals in the following ways:
- The creature can’t willingly enter the cylinder by non magical means. If the creature tries to use teleportation or interplanar travel to do
so, it must first succeed on a Charisma saving throw with disadvantage. Even if the elementals manages to appear inside the magic circle, it suffers 1d4 psychic damage per caster level. - The creature must make a successful Charisma saving throw when attacking targets within the cylinder, or make the attack with disadvantage.
- Targets within the cylinder can’t be charmed, frightened, or possessed by the creature and gain resistance against the elemental’s damage type. The spellcaster must declare in advance, when the magic circle is created, what type of elemental damage it wants to resist.
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.
Components. Philosopher’s Stone (not consumed).