Circle Magic
When spellcasters collaborate and coordinate their powers they have been able to perform wonders and increase the potential of their craft. This process has allowed them to produce unique effects that by themselves they would not be capable of achieving. The union of practitioners is known as a Circle of Magic. Although typically frowned my the solitary and suspicious nature of most nobles in the Magisterium, various Circles of Magic have passed down from history into legend through the deeds of their members. Whether enacted out of a desire to delve into arcane mysteries or by the will of the divine, the collective efforts of these individuals have shaped the future for entire generations, bringing about terrible and great acts of magic.
Formation of a Circle
A Circle of Magic must consist of at least three practitioners with a maximum of nine individuals that can cast spells. In order to form a Circle:
- The members must appoint a Head Caster capable of casting at least a third level spell;
- They must find a common channel; and
- They must establish a bond.
- The indivual who can cast the highest spell (of at least third level) is the Head Caster;
- All members must share a spell in common with the Head Caster; and
- In a ritual that last 4 hours while within 20 ft of each other, they each commit an attunement slot to the Circle (as if they have attuned to a magic item). The ritual must be repeated for every new member that which to become part of the circle at a later time.
Circle Variation
Similar to the differences between Arcane (magic performed by wizards, sorcerers, bards, and warlocks), Divine (Clerics and Paladins), and Primal (Druids and Rangers) there are differences in the type of Circle. They are known as: 1) Arcane Coterie; 2) Divine Covenant; and 3) a Primal Grove. The classification of a Circle follows the Head Caster's spell list. For example if the Head Caster is a wizard, then the circle is a Arcane Coterie. In suituations where the Head Caster has two or more classes (i.e. they are both a Wizard and a Cleric), they pick the designation of the Circle.
Circle Potency Table
Based on the variant type of a Circle, its members may select a number of features according to their Circle’s potency, choosing from the Arcane Coterie, Divine Convenant, Primal Grove and Universal lists of features. Depending on their common channel, some features may not be available to their Circle of Magic. As the Head Caster of a Circle grows in power by gaining character levels, they may unlock additional features for their Circle.
Circle Potency | Slot Level | Circle Features |
---|---|---|
Neophyte | 3 | 2 |
Invoker | 5 | 3 |
Elder | 7 | 4 |
Arch | 9 | 5 |
Acting Lead Caster
When a number of a Circle’s members convene at a location without their Head Caster being present, an acting Head Caster is automatically appointed from amongst them. An acting Head Caster cannot make choices that affect or define the Circle in any way, but counts as a Head Caster for the intents and purposes of the Circle’s features. The acting Head Caster is always the member that can cast spells of higher level than the rest of the Circle’s present members.
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