Dante’s Grimoire: Magic Circle
3rd Level Abjuration (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 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.
Magic Circle is much like Hallow, which I touched on recently, in that it is designed as a control spell. They function in much the same way- Keeping specific entities where you want them and putting the power on your side. However, as this spell is a little bit weaker and has a shorter casting time, it is used for a different niche.
Magic Circle’s primary purpose is to create a small area, namely a ten foot radius circle, in which extraplanar entities either can’t enter or can’t leave. If you’re a fan of Supernatural, then this spell works both as a Devil’s Trap and a salt line.
This spell is used very effectively in the event of a summoning, or if the party is dealing with an extraplanar creature (devils, demons, angels, genies, elementals, etc.). If you find that your target can’t realistically be killed by the current party’s capabilities, then Magic Circle can be a great boon for you all.
A tremendous side of this spell that I would like to draw special attention to is that it doesn’t require concentration. That frees up the caster to use other spells like Dominate Monster, Banishment, or the spell used to summon the creature without losing this great control condition.
However, this spell can’t be used for very long. Depending on the spell slot used, it can only stay up for one to seven hours- meaning that the party can’t use this protection to take a long rest, or to do some worthwhile activities that take up time.
If I can offer one example of what this spell can be used for at its maximum potential, I would like to bring Devil Talismans and Demon Amulets into the mix. These items are created by either the fiend or cultists dedicated to them, and they offer quite a bit of leverage on potentially powerful allies. With these items in a warlock’s hand, they can call on specific fiends of varying power levels to act as servants. Imagine the ability to call on a specific Chain Devil, Marilith, or even a Pit Fiend at the drop of a hat. The possibilities are only limited by your power and your ambition.