> **Casting Time:** 1 minute
> **Range:** 10 feet
> **Components:** V, S, M (salt and powdered silver worth 100+ GP, which the spell consumes)
> **Duration:** 1 hour
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 CHA saving throw.
- The creature has [[Disadvantage]] on attack rolls against targets within the [[Cylinder]].
- Targets within the [[Cylinder]] can't be possessed by or gain the [[Charmed]] or [[Frightened]] condition from the creature.
Each time you cast this spell, you can 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.
**Using a Higher-Level Spell Slot.** The duration increases by 1 hour for each spell slot level above 3.
**Classes:** #Cleric, #Paladin, #Warlock, #Wizard