Level
3rd
Casting Time
1 Minute
Range/Area
10 ft.
(10 ft. *)
Components
V, S, M *
Duration
1 Hour
School
Abjuration
Attack/Save
CHA Save
Damage/Effect
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.
* - (salt and powdered silver worth 100+ GP, which the spell consumes)
Interesting that it doesn't include Aberrations. Has that always been the case?
The 5e version has never included Aberrations.
This can be useful for fending off a siege of undead, or if you can lure a powerful supernatural monster to a room where another spellcaster already set up a magic circle you can fight it more easily from inside the circle. Unfortunately does not protect against AOE effects though, so if a devil can shoot fireballs you're still in danger (luckily most devils just have Hurl Flame which requires an attack roll).
One could create an inverted circle with divine intervention as an action during combat and simply trap a creature with nothing it can do except stand there for the entire duration. Presumably a powerful enough being, such as a lich, could simply teleport out with a charisma save, but against any monster that can't teleport and fits in the circle, this would be an excellent choice. Could also use it the intended way and cast it as an action in an area where you party are to give a whole horde of undead disadvantage or against a horde of zombies with no ranged attacks simply hide in the magic circle and win the encounter that way.