{"name":"Magic Circle (Wyrd Domain Ritual)","spell_ring":"3rd ring","domain":"Wyrd","school":"Abjuration","casting_time":"1 minute","range":"10 ft","components":"V, S, M","materials":"(holy water or powdered silver and iron worth at least 100 gp, which the spell consumes)","duration":"1 hour","attack":"Charisma save","effect":"You circle a small location with warding magic and arcane runes, barring access for certain foes.","higher_rings":"As you unlock higher circles, this ritual grows in potency. Once you have access to 4th-circle spell slots, the duration increases by 1 hour for each slot you have access to above 3rd.","classes":"","ritual":"1","spell_description":"[p]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. [\/p]\r\n[p]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: [\/p]\r\n[p]\u2022 The creature can\u2019t 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 CHA save. [\/p]\r\n[p]\u2022 The creature has disadvantage on attack rolls against targets within the cylinder. [\/p]\r\n[p]\u2022 Targets within the cylinder can\u2019t be charmed, frightened, or possessed by the creature. [\/p]\r\n[p]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.[\/p]\r\n[p][\/p]\r\n[p][\/p]\r\n","source":"Tales of the Valiant Players Guide (pg. 341)","tags":"","templateId":"13924","blockId":"1610871","world":"bfe6a878-780d-47e8-ac3f-6b24586dd471","folder":"04b85fef-8464-446b-82b5-29d397c4e93d","isShared":"on"}