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
Control (...)
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.
* - (holy water or powdered silver and iron worth at least 100 gp, which the spell consumes)
Yeah, it protects creatures outside the circle from those within it if you invert it. Otherwise this just became a 9th level spell.
According to the DMG, Charisma saving throws are used for "withstanding effects, such as possession, that would subsume your personality or hurl you to another plane of existence". It's the latter that's relevant here, it's just that rather than resisting an effect that would teleport it against its will, like the banishment spell, the spell's target would be trying to teleport when something is attempting to prevent it from doing so, hence the Charisma saving throw.
If you trap a fiend inside an inverted circle and kill them in there could you prevent them from reforming in their home plane? I expect that to be a a thing that would be played differently from table to table
Ah, you see, this kind of thing is exactly what you are missing out on.
I myself love this spell amd everythibg it stands for. As both a protection spell and a trapping spell. From a story based perspective i have used modified versions of this in at least 2 different campaigns and it has scared the pants off the party every time they think they inderstand what is going on.
The first was a homebrewed version upcast to cover a larger area and have a longer duration. The wizard in question who cast it did so to trap an unknown form of pestering spirit inside a local inn while he hunted it down inside. By the time the party arrived, the first thing that greeted them was his mangled corpse with a broken neck as he fell off a 2nd story banister scratching his own eyes out. (He was possessed by the creature at the time) and the spell prevented EVERYONE from leaving ths circle until the end conditions were met. (I.e. trap/kill/free the spirit)
The second was when i had a wizard lay a regular version of the spell out in order to keep an enembound to an object from having its summoned minions come and free it from the prison. Yet another dead wizard lay just outside the silver circle of the spell still holding the powdered silver, while summoned monsters (shh. Dont tell the party) by the trapped creature attempted to push the player inside the area. To reinforce that the player had made the right decision, I made the summons attack the barrier and have the white cylinder of light flare up guarding against them. Leaving the player themselves to accidentally unleash the trapped entity as the barrier prevented only entering it.
THE PROBLEM HOWEVER!!!!!!!!!!!
Is the new spells from Tasha's Cauldron of Everything conflicting with the 5e desctiption of this spell and Protection from Good and Evil.
In earlier additions, it specifically states that it protects against ALL SUMMONED CREATURES so the trapped creature, or attacking creature cannot just call in 1 goblin and break the spell in a single turn.
5e states it only protects from Fey, celestials, undead, demons, and elementals. And when you read the description for all other summoning spells in 5e. It says the creatures fit one of these categories even thpugh it may look like a goblin. (Like how find familiar isnt really a cat) problem solved
HOWEVER, tasha's summoning spells (Summon Beasts, Summon Shadowspawn, etc.) allow different types of creatures, beasts, monstrocities, humanoids. And these have no problem breaking the barrier.
SO. The simple solution is simply to add back the single line saying protects agaisnt all summoned creatures again. Amd that is what I play with.
Is there a way to make this permanent
Why doesn't this spell affect aberrations? It's literally an AOE variant of protection from evil and good, which protects against aberrations. Also, many aberrations ARE planar creatures, and the purpose of this spell is to chain a planar monster helpless to a certain location while you work on binding it into service.
But does it work against Reborn?
you've done it in your champagne??? perhaps you main campaign?
not every spell is meant for combat. For example, you could cast an inverted magic circle and summon something inside of it. You could then cast planar binding to bind it to your will.
So.... There's no saving throw for this then? And if you use it on an enemy in the reverse form it'll lock that target down for an entire hour and you can simply run away? Or if it has no ranged options (or teleport) and you do then it's an auto kill? I gotta be missing something here, right?
The balance to that situation is the casting time. 1 minute or 10 rounds. Makes it quite hard to get an enemy into what would normally be an obvious trap that takes painfully long to set up without some creativity.
So what you do is cast suggestion and say, "stand still" and then construct the magic circle around it, then once done you can kill it at a distance using ranged cantrips.