Magic Circle vs Protection from Evil and Good
Both ward against the same six creature types; the box matters.
Magic Circle
- Level
- 3
- School
- Abjuration
- Casting Time
- 1 Minute
- Range
- 10 feet
- Components
- V, S, M
- Duration
- 1 Hour
- Concentration
- No
- Ritual
- No
- Classes
- Cleric, Paladin, Warlock, Wizard
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 t
Full entry →Protection from Evil and Good
- Level
- 1
- School
- Abjuration
- Casting Time
- Action
- Range
- Touch
- Components
- V, S, M
- Duration
- up to 10 minutes
- Concentration
- Yes
- Ritual
- No
- Classes
- Cleric, Druid, Paladin, Warlock, Wizard
Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against the target. The target also can't be possessed by or gain the Charmed or Frightened conditions from them. If the target
Full entry →Which one should you pick?
- Pick Magic Circle: Pick Protection from Evil and Good when one ally needs disadvantage on enemy attacks and immunity to charm/fear/possession from those types.
- Pick Protection from Evil and Good: Pick Magic Circle when you want to lock the demon inside (or out of) a 10-ft cylinder for an hour.
- Tiebreaker: Magic Circle is a ritual; cast it before the summon rite, not during.