Circle of Doctrine
Level 2 Abjuration (Cleric, Paladin)
Casting Time: 1 Action
Range: 60 feet (20-foot-radius Sphere)
Components: V, S, M (a fragment of inscribed brass or steel)
Duration: Concentration, up to 1 minute
You inscribe an invisible circle of your faith’s doctrine in the air, which sinks into the ground and flares to life as a faintly glowing sigil. A 20-foot-radius Sphere centered on a point you can see within range becomes a zone of divine interdiction against wild magic.
Each creature you designate as an Enemy that starts its turn in the Sphere or enters it for the first time on a turn must make a Constitution saving throw or takes 2d8 Radiant have Disadvantage on saving throws to maintain Concentration until the start of its next turn. On a success, a creature takes half damage only.
Each creature you designate as an Ally that starts its turn in the Sphere or enters it for the first time on a turn gains Advantage on saving throws against spells and other magical effects until the start of its next turn.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.
Casting Time: 1 Action
Range: 60 feet (20-foot-radius Sphere)
Components: V, S, M (a fragment of inscribed brass or steel)
Duration: Concentration, up to 1 minute
You inscribe an invisible circle of your faith’s doctrine in the air, which sinks into the ground and flares to life as a faintly glowing sigil. A 20-foot-radius Sphere centered on a point you can see within range becomes a zone of divine interdiction against wild magic.
Each creature you designate as an Enemy that starts its turn in the Sphere or enters it for the first time on a turn must make a Constitution saving throw or takes 2d8 Radiant have Disadvantage on saving throws to maintain Concentration until the start of its next turn. On a success, a creature takes half damage only.
Each creature you designate as an Ally that starts its turn in the Sphere or enters it for the first time on a turn gains Advantage on saving throws against spells and other magical effects until the start of its next turn.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.

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