10 ft (10 ft cylinder*)
You create a 10'-radius, 20'-tall cylinder of magical energy on the ground that you can see within range. Choose one or more creature types: celestials, elementals, fey, fiends, or undead. The circle affects those creatures the following ways:
- The creature can't enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel, it must first succeed a Cha 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 cast, you can elect to cause its magic to operate in the reverse direction. See PHB for more info.
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.
holy water or powdered silver and iron worth at least 100gp, which the spell consumes
Expecto Medeis Orbis