Rune Circle (5e Spell)

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. Necromonger runes spelling out make heed of thyself, <chosen creature(s)>, for the power of death knows no bounds appear wherever the cylinder intersects with the floor or other surface. Choose one or more of the following types of creatures: aberrations, 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 non-magical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a CHA save.
  • The creature has disadvantage on attack rolls against targets within the cylinder.
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Rune Circle
3rd-level
Casting time: 1 minute
Range: 10
Components: V, S
Duration: 1 hour

Targets within the cylinder can't be charmed, frightened, or possessed by the creature. When you cast this spell, you can choose to cause the magic to operate in the reverse direction, preventing a creature of the specified type from leaving the circle and protecting targets outside it. If the ground under the rune line is broken by a gap of 5 feet or greater, the spell ends. 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.

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