The Magic Circle: A Critical Spell for Dnd 5e Clerics

By admin

The Dnd 5e magic circle is a powerful spell that creates a magical barrier in the form of a circle. This spell is often utilized by spellcasters and adventurers to protect themselves or contain creatures and entities of a particular type. The magic circle spell can be cast in different variations based on the specific purpose it is meant to serve. For example, a caster can choose to create a magic circle to trap fiends or create a magic circle to protect against undead creatures. The specific type of circle is determined by the materials and the type of spell components used during the casting. The primary function of the magic circle is to create a barrier that prevents the affected creatures from entering or exiting the circle.



The Wizard’s Playbook: Magic Circle

Magic circle has undergone multiple iterations throughout the years, yet remains a popular choices for spellcasters summoning and controlling creatures from other dimensions, such as demons and devils.

Yet, despite its effectiveness, magic circle is not perfect. Wizards, in particular, have developed variations of the spell for different situations, as well as complementary magic items for when spells are simply not enough.

The primary function of the magic circle is to create a barrier that prevents the affected creatures from entering or exiting the circle. For example, if a magic circle is created to trap fiends, it will prevent any fiendish creature from crossing its boundaries. The circle acts as a physical and magical barrier that cannot be easily bypassed without powerful magic or specific conditions outlined in the spell.

NEW SPELLS

Try these spells to enhance or specialize your character’s use of magic circle.

Circle of Elemental Warding

6th-Level Abjuration | Cleric, Druid, Wizard

Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (holy water and 500 gp worth of gems, which the spell consumes)
Duration: 1 hour

When you cast this spell, you create a 10-foot-radius, 20-foot-tall cylinder centered on a point on the ground that you can see within range. Glowing runes appear where the cylinder intersects with the floor or other surface.

A circle of elemental warding completely protects anyone within its boundaries from elementals of the chosen type. Elementals of the chosen type cannot enter the circle by any means, and anyone inside the circle has immunity to damage from the chosen elemental as long as they remain within it. The circle also has the following additional benefits depending on the chosen elemental:

Circle of Air. This version prevents all harmful smoke and gasses from entering the cylinder. It does not prevent normal air from passing through the cylinder.

Circle of Earth. This version protects anyone within the cylinder from the effects of earthquakes and landslides. Any moving earth, stone, or mud that touches the cylinder shifts harmlessly aside and does not trap or bury those within it.

Circle of Fire. This version prevents fire or lava from entering the cylinder. Any lava that touches the cylinder shifts harmlessly aside and does not trap or bury those within it.

Circle of Water. This version prevents all water from entering the cylinder, including snow and rain. If cast underwater, the spell pushes any water not kept in a watertight container outside of the cylinder.

When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing an elemental of the specified type from leaving the cylinder and protecting targets outside it. This version also prevents any associated elemental material from leaving the cylinder.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration increases by 1 hour for each slot level above 6th.

Circle of Fiendish Agony

4th-Level Abjuration | Cleric, Warlock, Wizard

Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (holy water and 200 gp worth of powdered iron or silver, which the spell consumes)
Duration: 1 hour

When you cast this spell, you create a 10-foot-radius, 20-foot-tall cylinder centered on a point on the ground that you can see within range. Glowing runes appear where the cylinder intersects with the floor or other surface.

Unlike a traditional magic circle, a circle of fiendish agony can only be used to trap a celestial, elemental, fey, fiend, or undead inside it. When cast, the circle has the following properties:

  • Any creature trapped within the circle cannot leave by non-magical means. If the creature attempts to leave the circle by teleporting out of it or by using some form of interplanar travel, they must first succeed on a Charisma saving throw. If you know the name of the creature, they make this saving throw with disadvantage.
  • The creature cannot interact with or attack anyone outside of the circle. Nor can it cast spells on those outside the circle.
  • You can use an action while the creature is trapped within the circle to cause it to experience terrible pain. The creature must succeed on a Charisma saving throw or take 3d6 psychic damage and suffer a 1d4 penalty to all of its attack rolls, saving throws, and ability checks for 1 minute. If it succeeds on the saving throw, it takes half of the psychic damage and does not suffer any penalties to its rolls. Furthermore, it can immediately make a Charisma saving throw to break free of the circle.
  • When used in conjunction with planar binding, a circle of fiendish agony imposes disadvantage on the creature’s saving throw against the binding effect.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration increases by 1 hour for each slot level above 4th, and the psychic damage increases by 1d6.

Dnd 5e magic circle

In addition to containment, the magic circle also provides advantages to the caster and those within it. It grants protection against the affected creatures' attacks, making it easier to engage them in combat. This added protection is especially useful when dealing with creatures that possess magical or supernatural abilities that could harm the caster or their allies. The duration of a magic circle spell is dependent on the specific casting and the level of the caster. Typically, the spell lasts for at least one hour or until it is dispelled. Higher-level casters can extend this duration to ensure the circle remains in place for an extended period. It's worth noting that while the magic circle is a powerful spell, it does have limitations. Creatures that are already within the circle when it is cast are unaffected by its effects unless they willingly leave and re-enter the circle. Additionally, creatures with powerful abilities or spellcasting may have a chance to bypass or dispel the circle's effects. Overall, the Dnd 5e magic circle spell is a versatile tool for spellcasters and adventurers alike. It offers protection against specific types of creatures while also allowing for strategic containment. Its flexible casting options make it a valuable asset for any party facing formidable foes..

Reviews for "Harnessing the Power of Magic Circles in Dnd 5e Combat"

1. John - 2 stars - I was really disappointed with the Dnd 5e magic circle. I found it to be overly complicated and difficult to understand. It felt like there were too many rules and restrictions for such a simple concept. I also didn't like that it didn't feel balanced with the rest of the game mechanics. Overall, I felt like it was a waste of time and didn't add anything valuable to the game.
2. Sarah - 1 star - I was not a fan of the Dnd 5e magic circle at all. I found it to be completely unnecessary and it slowed down the pace of the game. It seemed like a tedious and convoluted way to handle magic. I think there are much better and simpler ways to incorporate magic into the game, and this just wasn't it. I wouldn't recommend using it.
3. Michael - 2 stars - As an experienced player of Dnd 5e, I found the magic circle to be a disappointing addition to the game. It felt like an clunky and arbitrary mechanic that didn't fit well with the rest of the system. It added unnecessary complexity without adding much depth or excitement. I think there are better ways to handle magic in the game without resorting to the magic circle. I wouldn't bother using it in my campaigns.
4. Emily - 1 star - The Dnd 5e magic circle was a huge letdown for me. I found it to be confusing and hard to understand. It felt like it was overly complicated for no reason and didn't add anything meaningful to the game. I would have much preferred a simpler and more intuitive system for magic. Overall, I was not impressed and wouldn't recommend it to others.

Unlocking the Secrets of the Magic Circle Spell in Dnd 5e

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