Magic Circle spell icon: a magic circle
Icon by Skoll, CC BY 3.0

Magic Circle 5e spell

3rd-level abjuration · 2024 version below

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
School
Abjuration
Level
3
Saving throw
Charisma

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:

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.

Classes that can cast Magic Circle

ClassFirst availableSpellcasting ability
Cleric spells5th character levelWisdom
Paladin spells9th character levelCharisma
Warlock spells5th character levelCharisma
Wizard spells5th character levelIntelligence

Magic Circle in the 2024 rules

The 2024 Player’s Handbook revised many spells, and the SRD 5.2 carries the new text. What changed from the 2014 version above:

Same level, casting time, range, components, duration and dice; the text is reworded for the 2024 rules glossary.

Casting time
1 minute
Range
10 feet
Components
V, S, M (salt and powdered silver worth 100+ GP, which the spell consumes)
Duration
1 hour
School
Abjuration
Level
3
Classes
Cleric, 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 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.

2024 version from the SRD 5.2. Most tables settle on one edition, so check which one yours uses.

Other 3rd-level abjuration spells

Browse: all 3rd-level spells · abjuration spells