Magic Circle
Level 3 · Abjuration
- Save
- AOE
- Control
- Teleport
- Buff
- Debuff
A 3rd-level spell in the abjuration school, Magic Circle appears on the cleric, paladin, warlock, and wizard lists. Cast time: 1 Minute. Range 10 feet, components V/S/M, duration 1 hour. Material: salt and powdered silver worth 100+ GP, which the spell consumes. 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. At higher levels: The duration increases by 1 Hour for each spell slot level above 3.
Stat Block
- Level
- 3
- School
- Abjuration
- Casting Time
- 1 Minute
- Range / Area
- 10 feet
- Components
- V, S, M
- Duration
- 1 Hour
- Ritual
- No
- Concentration
- No
- Classes
- Cleric, Paladin, Warlock, Wizard
- Material
- salt and powdered silver worth 100+ GP, which the spell consumes
Description
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.
5e (2014) vs 2024 changes
This spell has both a 5e (2014) and 2024 Player's Handbook version. Doungim shows the current 2024 stat block above. Differences between editions typically affect components, range, or scaling — check both source books for the table.
Doungim Lore
School Fit
Abjurations are built around the word no. They raise wards, they break enchantments, they push attackers out of reach. Magic Circle sits in the school because the spell ends, prevents, or absorbs an effect that would otherwise land. Tier-2 play opens up 3rd-level slots regularly; Magic Circle fits the daily rotation.
Class Fit
- Cleric: A Cleric's prep is the most flexible casting setup in the game. Magic Circle earns its slot on days when the encounter is right for it. At 10 feet, Magic Circle stays usable from the caster's typical positioning.
- Paladin: On a Paladin's prep list, Magic Circle competes with Bless, Find Steed, Heroism, Aura of Vitality, and Banishment for daily slots. Magic Circle reaches 10 feet, which lets the caster stay clear of the front line.
- Warlock: Pact of the Tome adds cantrips. Pact of the Chain adds a familiar. Pact of the Blade adds a bonded weapon. The Pact choice reshapes what Magic Circle is worth. The higher-level scaling on Magic Circle is described in the spell text; check it before upcasting.
- Wizard: Wizards add Magic Circle to the spellbook once and prepare it on the days that warrant it — a different decision from the class's known-spell competitors. Upcasting Magic Circle changes the effect; the spell page lists the per-slot scaling.
Tactical play (Doungim editorial)
Ritual; 10-foot cylinder warding against the same six types. Cast before the summon rite.
Related Spells
Frequently Asked Questions about Magic Circle
- What level spell is Magic Circle?
- Magic Circle sits at level 3 in the Abjuration school of magic, prepared by Cleric, Paladin, Warlock, Wizard.
- What save does Magic Circle require?
- The save against Magic Circle is a Charisma saving throw. Specific rules for a successful save are spelled out in the spell description.
- What is the range of Magic Circle?
- Magic Circle has a range of 10 feet from the caster.
- How long does Magic Circle last?
- Without concentration, Magic Circle runs for its full 1 hour duration regardless of what else the caster is doing.
- What components and casting time does Magic Circle need?
- the cast needs V, S, M. Material component: salt and powdered silver worth 100+ GP, which the spell consumes; the casting time is 1 minute (not a standard Action).
- Can Magic Circle be upcast?
- Upcasting Magic Circle works as follows: The duration increases by 1 Hour for each spell slot level above 3.