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Magic Circle

This spell wards all creatures in the area from attacks by creatures, from mental control, and from summoned or conjured creatures. The subjects get a +2 deflection bonus to AC and a +2 resistance bonus on saves.   The barrier blocks any attempt to possess the warded creature or to exercise mental control over the creature. The protection does not prevent a spell or effect that grants mental commands to be cast on the creature, but it prevents the caster of such a spell from mentally commanding the protected creature. If the warding effect ends before the mental control effect does, the caster would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment.   The spell prevents bodily contact by summoned or conjured creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. The protection against contact by summoned or conjured creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.   This spell has a special function that the character may choose when casting the spell. A magic circle can be focused inward rather than outward. In this case, it serves as an immobile, temporary magical prison for a summoned creature. The creature cannot cross the circle's boundaries.   The character must beat a creature's SR in order to keep it at bay, but the deflection and resistance bonuses and the protection from mental control apply regardless of enemies SR.   If a creature too large to fit into the spell's area is the subject of the spell, the spell acts as normal for that creature only.

Effect

This spell cost 10 mana points to cast regardless of which alignment it is targeting. For every additional 5 mana points spent on casting, this spell lasts for 1 hour longer.   LAW: A warding against lawful creatures. The AC and Resistance bonuses apply against attacks made by LE and LG creatures also. Chaotic elementals and outsiders are immune to this effect. This spell is not cumulative with protection from law and vice versa.   CHAOS: A warding against chaotic creatures. The AC and Resistance bonuses apply against attacks made by CE and CG creatures also. Lawful elementals and outsiders are immune to this effect. This spell is not cumulative with protection from chaos and vice versa.   EVIL: A warding against lawful creatures. The AC and Resistance bonuses apply against attacks made by CE and LE creatures also. Good elementals and outsiders are immune to this effect. This spell is not cumulative with protection from evil and vice versa.   GOOD: A warding against lawful creatures. The AC and Resistance bonuses apply against attacks made by CG and LG creatures also. Evil elementals and outsiders are immune to this effect. This spell is not cumulative with protection from good and vice versa.
Material Components
Vocal, Somatic, Material: (powdered silver and iron worth at least 100 gp, which the spell consumes) or Divine Focus
Related Discipline
Arcane or Divine
Related School
Abjuration
Effect Duration
10 minutes/ rank
Effect Casting Time
1 Action
Range
Emanates 10 ft. from touched creature
Level
10 mana

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