Magic Circle 5e: Protection, Containment, and Cost
Magic Circle is the ward I use when the party has time to prepare for a supernatural threat. Its normal form keeps selected creature types out; its reversed form helps contain them. The tradeoffs are a full minute of casting and 100 gp of consumed materials each time.
Magic Circle 5e — Quick Spell Reference
| 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 |
| Concentration | No |
| Ritual | No |
| Classes | Cleric, Paladin, Warlock, Wizard |
| Source | Basic Rules (2014), pg. 256 |
How Magic Circle Works
Choose a point on the ground within range and one or more of these creature types: celestials, elementals, fey, fiends, or undead. The cylinder extends 20 feet upward from the chosen point and lasts for 1 hour without concentration.
An affected creature cannot willingly enter the cylinder by nonmagical means. If it tries to use teleportation or interplanar travel to enter, it must first succeed on a Charisma saving throw. It has disadvantage on attacks against targets inside the cylinder and cannot charm, frighten, or possess them.
Creatures that are not among the selected types can cross normally. The spell does not trap allies merely because they are inside the circle.
The spell does not create a solid wall. Affected creatures can be pushed or otherwise moved through the boundary because only willing nonmagical entry is forbidden. Ranged attacks and spells can also cross, subject to the circle’s specific attack and condition protections.
Reversing the Circle
When casting, the caster can reverse the magic. The chosen creature types are then prevented from leaving rather than entering. The protections apply in the opposite direction: affected creatures inside have disadvantage on attacks against targets outside and cannot charm, frighten, or possess them. Teleportation or interplanar travel used to leave requires the Charisma save.
Reversing the circle does not pull a creature inside, and the 1-minute casting time makes trapping an alert enemy difficult without preparation or another effect.
Teleportation and Planar Travel
An affected creature can attempt to enter a normal circle by teleportation or interplanar travel, but it must first succeed on a Charisma saving throw against the caster’s spell save DC. The same rule applies when an affected creature tries to leave a reversed circle by those means.
A failed save prevents that attempt from crossing the boundary; it does not deal damage or consume every future attempt. Magic Circle does not block teleportation by creatures whose types were not selected.
Attacks, Charm, Fear, and Possession
An affected creature has disadvantage on attacks against protected targets on the other side of the boundary. This modifies attack rolls, not saving-throw effects that make no attack roll.
Protected targets also cannot be charmed, frightened, or possessed by the affected creature. The circle does not remove a condition already imposed before the protection applied unless another rule says so.
Components and Upcasting
The spell consumes holy water or powdered silver and iron worth at least 100 gp. It has no ritual tag and always consumes a spell slot when cast.
A spellcasting focus cannot replace a material component with a listed price, and consumed materials must be supplied for every casting.
Using a slot of 4th level or higher increases the duration by 1 hour for each slot level above 3rd. It does not enlarge the cylinder or change the saving throw.
Magic Circle: 2014 vs. 2024 Rules
The circle’s dimensions, creature types, defenses, reversal option, duration, and upcasting are unchanged in the 2024 version. Its material component changes: the 2014 spell consumes holy water or powdered silver and iron worth at least 100 gp, while the 2024 spell consumes salt and powdered silver worth at least 100 gp. The quick-reference table above uses the 2014 component.
FAQ
Can ordinary allies cross the circle?
Yes, unless an ally is a creature of a type selected when the spell was cast.
Does the circle block all teleportation automatically?
No. An affected creature can enter—or leave a reversed circle—by teleportation or interplanar travel after succeeding on a Charisma saving throw.
Does Magic Circle require concentration?
No. It lasts for its duration without concentration.
Is the material component consumed?
Yes. Each casting consumes materials worth at least 100 gp.
Can a creature be pushed through Magic Circle?
Yes. The spell prevents an affected creature from willingly crossing by nonmagical means; it does not make the cylinder physically solid.