Post by Jaster on Mar 30, 2011 2:08:31 GMT -6
Circles
Circles are broken into three types; Power, Protection, and Summoning. The latter two, protection and summoning, are very broad and general, selecting a type for them to protect from, or summon, while Power Circles have very specific abilities and powers. Circles have their own level, and work similar to Arcane Spells or Wards. All circles must be pre-made, and their activation and maintenance requires a E.E investment, and most require the sacrifice of some animal, or a living thing. Circles have two distinct costs. The first is their Creation Cost, this is paid for at the circle makers leisure to create the circle, but all costs of a single type must be done at once (i.e All E.E Costs must be paid for at once, they cannot pay half of it, then restore their E.E and come back and pay the remainder). Then there is the Maintenance Cost. This must be paid for every interval the circle dictates. However, circles do not have to be activated upon creation. A circle can be deactivated at any time it needs to be paid for by not paying its costs, or during the activators turn as a Free Action. To activate a circle that has been completed, a character needs only to know at least 1 Circle, and pay 50% of the Circles E.E Creation and Morale costs, and 1 Action. When a circle is created, the creator may activate it immediately at no additional cost. If a Circle is physically moved (Often by crafting it on a movable object such as wagon or cart), Increase it's Maintenance Cost by 500% for that period, and reduce its Total Damage, Effect, Duration and Range by 25% for that period.
Protection Circles
Circle of Protection
Protection from Magic
Protection from Forces
Summoning Circles
Summon Mundane Forces
Summon Supernatural Forces
Power Circles
Circle of All Seeing
Circle of Animate Dead
Circle of Command
Circle of Concealment
Circle of Death
Circle of Force
Circle of Leeching
Circle of Life
Circle of Madness
Circle of Mental Domination
Circle of Pain
Circle of Passion
Circle of Portals
Circle of Power
Protection
Circle of Protection
Description: The most basic, and easy to learn circle. It's invocation is only a few words, and the creation requires little but the ability to make a near perfect circle and cross.
Type: Circle, Abjuration.
Creation Cost: 40 E.E, 1 Unit of Chalk, 5 Minutes.
Maintenance Cost: 1 E.E per 15 Seconds.
Spell Power: This Circle gains +10% to Spell Power (+5% to Spell Power/1 Level)
Spell Root: This Circle gains +20% to Save vs Magic (+7% to Save vs Magic/1 Level).
Effects: The Caster, and up to 3 Targets (+2 Targets/1 Level) of their choice have Total Damage taken Reduced by 5% (+1% to Reduction/1 Level), and gain +3% to Save vs Poison, Magic and Psionics (+2% to Save vs Poison, Magic and Psionics/1 Level) as long as they remain within 5 Feet (+1 Foot/1 Level) of the Caster, and this Circle is Maintained.
Protection from Magic
Description: A basic, and commonly learned circle, used to teach neophyte Circle Mages, and among one of the most popular circles among courts willing to hire summoners. It protects its confines against magic, and gives the circle mage a great deal of control over magic, able to easily rip off magically imbued effects with a small cost of effort. The circle it self is highly resistant to magic itself, and its construction is fairly simple, requiring only that it be drawn in white chalk, with the symbols of protection and magic at the center, with the Eye of Thoth at the top.
Type: Circle, Abjuration.
Creation Cost: 60 E.E, 2 Units of Chalk, 1 Unit of Silver, 10 Minutes.
Maintenance Cost: 1 E.E per 10 Seconds.
Spell Power: This Circle gains +10% to Spell Power (+3% to Spell Power/1 Level)
Spell Root: This Circle gains +35% to Save vs Magic (+15% to Save vs Magic/1 Level).
Effects: The Caster, and up to 2 Targets (+2 Targets/1 Level) of their choice gain +10% to Save vs Magic (+10% to Save vs Magic/1 Level) as long as they remain within 5 Feet (+1 Foot/2 Levels) of the Caster, and this Circle is Maintained. While this Circle is Active, the Caster may spend 1 Action and 1 Stamina to attempt to Dispel 1 Magic Buff or Debuff within 15 Feet (+5 Feet/1 Level) of the Circle, using this Circles Spell Power.
Protection from Forces
Description: A wide selection of circles encompass a similar circle. The circle uses special symbols to indicate and focus its power against a single type of being, often Demons or Deevils, but many choices await a Summoner with a broad range of specialty.
Type: Circle, Abjuration.
Creation Cost: 80 E.E, 3 Units of Chalk, 1 Unit of Silver, 10 Minutes and 1 Morale.
Maintenance Cost: 1 E.E per 7 Seconds.
Spell Power: This Circle gains +10% to Spell Power (+3% to Spell Power/1 Level)
Spell Root: This Circle gains +15% to Save vs Magic (+5% to Save vs Magic/1 Level).
Effects: When this circle is Learned, the Character selects one of the following Race Types; Demon, Deevil, Dragon, Entity, Angel, Animal, Elemental, Undead, Golem, Lycanth, Fay, Mortal, or any 1 R.C.C. The Caster, and up to 1 Target (+1 Target/1 Level) of their choice gain +5% to Saves (+5% to Saves/1 Level) and +5% to Parry, Dodge, Maneuver, and Balance (+5% to Parry, Dodge, Maneuver, and Balance/1 Level) against the Selected Type, and reduce Total Damage from Characters of that Type by 12% (+2% Total Damage Reduction/1 Level). While this Circle is Active, Characters with the Selected Type must make a Save vs Magic against this Circle's Spell Power, or be unable to cross the circle line. If they fail, they may not make a new attempt for 3 Seconds.
Summoning
Summon Mundane Forces
Description: A wide selection of circles encompass a similar circle. Used to summon simpler things, animals and the like.
Type: Circle, Dimensional
Creation Cost: 100 E.E, 2 Units of Chalk, 1 Units of Gold, 20 Minutes.
Maintenance Cost: 2 E.E per 1 Second.
Spell Power: This Circle gains +10% to Spell Power (+3% to Spell Power/1 Level)
Spell Root: This Circle gains +25% to Save vs Magic (+7% to Save vs Magic/1 Level).
Effects: When this circle is Learned, the Character selects one of the following Race Types; Mortal, Animal, or any 1 R.C.C without the Creature of Magic Type. When cast, the character may choose 1 R.C.C with the type of the Circle which their Character knows of by making a Lore check of an appropriate type to identify them. If the Lore check fails, or is not rolled, then a Random R.C.C of the type is selected by the GM. Once selected, a character of that R.C.C is summoned with a Level equal to this Circle's Level - 1D4. A character of that R.C.C with an O.C.C randomly chosen of the allowed types, by the GM. Once created, the character is placed within the circle, and at the start of every 5 Seconds, the Caster may attempt a Battle of Wills with the Summoned being as a Free Action outside of their turn. If successful, the target gains "Waning Freedom", a Non-Dispelable Debuff Effect, which lasts for 15 Seconds and may stack up to 4 Times, gaining -20% to Total Damage Dealt. After 4 Stacks of "Waning Freedom" are applied, dispel the Debuff and the target is enslaved as per Summoner Rules. If this character has the True Name of the target they wish to summon, they may summon that Character, and that character is a -150% to Save vs Magic and during their Battle of Wills, and they are enslaved after 2 Stacks of "Waning Freedom". If the Character knows a common name for a Character of the type, they may attempt to summon that character.
Summon Supernatural Forces
Description: A wide selection of circles encompass a similar circle. The circle uses special symbols to indicate and focus its power against a single type of being, often Demons or Deevils, but many choices await a Summoner with a broad range of specialty.
Type: Circle, Dimensional
Creation Cost: 300 E.E, 3 Units of Chalk, 3 Units of Gold, 3 Units of Silver, 1-Carot Diamond, 30 Minutes and 3 Morale.
Maintenance Cost: 5 E.E per 1 Second.
Spell Power: This Circle gains +10% to Spell Power (+3% to Spell Power/1 Level)
Spell Root: This Circle gains +25% to Save vs Magic (+7% to Save vs Magic/1 Level).
Effects: When this circle is Learned, the Character selects one of the following Race Types; Demon, Deevil, Dragon, Entity, Angel, Elemental, Undead, Lycanth, Fay, or any 1 R.C.C. When cast, the character may choose 1 R.C.C with the type of the Circle which their Character knows of by making a Lore check of an appropriate type to identify them. If the Lore check fails, or is not rolled, then a Random R.C.C of the type is selected by the GM. Once selected, a character of that R.C.C is summoned with a Level equal to this Circle's Level - 1D4. A character of that R.C.C with an O.C.C randomly chosen of the allowed types, by the GM. Once created, the character is placed within the circle, and at the start of every 5 Seconds, the Caster may attempt a Battle of Wills with the Summoned being as a Free Action outside of their turn. If successful, the target gains "Waning Freedom", a Non-Dispelable Debuff Effect, which lasts for 15 Seconds and may stack up to 4 Times, gaining -20% to Total Damage Dealt. After 4 Stacks of "Waning Freedom" are applied, dispel the Debuff and the target is enslaved as per Summoner Rules. If this character has the True Name of the target they wish to summon, they may summon that Character, and that character is a -150% to Save vs Magic and during their Battle of Wills, and they are enslaved after 2 Stacks of "Waning Freedom". If the Character knows a common name for a Character of the type, they may attempt to summon that character.
Power
Circle of All Seeing
Description: A complex and valuable circle, valued for war time applications, and perhaps the singular reason Summoners are rarely allowed into military bases. While it is active, the summoner may see near the areas of a person they have the true name of to either spy on, or act as an extra set of eyes, watching things near them, perhaps to feed information and watch events in safety. In alternative, they can sacrifice a friend or relative of a person to the same effect, allowing them to get around the need of a true name. It can also be used to view areas the character is already familiar with, such as a base, town hall, home, or something of the sort, which can be very potent in conjunction with other magical arts, or for simple spying.
Type: Circle, Divination (Detection).
Creation Cost: 120 E.E, 4 Units of Chalk, 1 White Candle, 2 Units of Gold, 4 Units of Quick Silver, 15 Minutes and 2 Morale.
Maintenance Cost: 1 E.E per 1 Second.
Spell Power: This Circle gains +6% to Spell Power (+1% to Spell Power/1 Level)
Spell Root: This Circle gains +5% to Save vs Magic (+2% to Save vs Magic/1 Level).
Effects: This Circle allows the Caster to select a Location they have physical been before, or a Person who's True Name they know. If a Location is Selected, they may see anything within 50 Feet (+10 Feet/1 Level) of the center of that Location, but must still make Perception checks, gaining -100% to Perception (+5% to Perception/1 Level). If a Person is Selected, the character can see that character and everything within 10 Feet (+3 Feet/1 Level) normally, but suffer -100% to Perception while seeing this way (+5% to Perception/1 Level). During Creation, if the character sacrifices a Blood Relative, or any Character with 20 or More Social Standing with the target, they may use this Circle without their True Name. If the Character destroys a part of the location, they may use this Circle if they have not been there before.
Circle of Animate Dead
Description: This circle draws upon the power of necromancy, placing its marks in Quicksilver and Gold, those of Undead, and several names of Netosa in chalk. Once prepared, the caster can activate the circle, raising a swarm of undead corpses to do their bidding. This can be used to create a small squad of soldiers, both to protect more valued soldiers in war, act as a flank, human shields, or just terror tactics. Because the corpses need no food, and little maintenance, only enough to prevent rotting or perhaps re-attach an occasional limb or reinforcement, they are cheap even with the costs of the circle and summoner considered. A novice mage will only be able to control a paltry dozen bodies, but a master can easily control several hundred at a time. In times of war when corpses are plentiful, or during a plague, it becomes powerful, reanimating fallen soldiers to continue fighting admits the battle. In times of peace it requires greater preparation, needing the corpses taken in, or dug up locally.
Type: Circle, Alteration (Minion), Necromancy (Animation).
Creation Cost: 100 E.E, 4 Units of Chalk, 4 Units of Gold, 2 Units of Quick Silver, 4 Units of Bone or Flesh, 20 Minutes and 1 Morale.
Maintenance Cost: 3 E.E per 1 Second.
Spell Power: This Circle gains +6% to Spell Power (+1% to Spell Power/1 Level)
Spell Root: This Circle gains +10% to Save vs Magic (+5% to Save vs Magic/1 Level).
Effects: The Character selects up to 15 Corpses (+15 Corpses/1 Level) within 25 Feet (+5 Feet/1 Level). The caster gains 1 Stack of "Dead Circle Controller", a Magic Buff Effect which may stack up to 15 Times (+15 Stacks/1 Level). These Corpses become Minions with the buff "Animated Dead", a Magic Buff Effect which lasts for as long as the Circle is Maintained, tied to "Dead Circle Controller", and has a Spell Root of +25% (+2% to Spell Root/1 Level). These Minions follow orders as a normal minion, and their stats are at the bottom of this spell.
Animated Dead Stats
Attributes:
M.I: 4 M.E: N/A M.A: N/A P.S: 10 P.E: 10 P.P: 10 P.B: 1 P.M: 10
S.D.C: 60 (+10 S.D.C/1 Level)
Combat Bonuses:
-30% to All Skills
3 Melee Actions, Critical Strike on 20-19 (00-00), Death Blow: 00
100% Damage, 200% Critical Damage, 100% End Damage
x0.8% to Initiative, x0.75% to Perception, x0.5% to Distract, x0.5% to Taunt
x1% to Strike, +0 to Damage, x1% to Stun
x0.5% to Parry, x0.5% to Disarm, x0.5% to Entangle
x0.8% to Dodge, x0.75% to Maintain Balance, x0.8% to Maneuver
x1% to Save vs Magic
50% Parry Mitigation
Skills:
Climb: 75%
Swim: 25%
Prowl: 25%
W.P Unarmed at Level 1 (+1 Level to Unarmed/1 Level).
Abilities:
Mold: Gains all Natural Attacks, Creature Types, Horrifying and 50% of the Natural Armor ability of the R.C.C of the Corpse Used, and adjust all Physical Attributes, other then P.B, to the Average of the R.C.C. Adjust the S.D.C Modifier by the base R.C.C of the Corpse. Increase all Combat Bonuses and Skills by the Base Bonus to them of the Corpses R.C.C.
Creators Touch: The Controller may select how to spend points to this Characters W.Ps, and Skill Focus upon learning the spell, or increasing its level. This Character gains 1 W.P of the Casters Choice, at Level 1 (+1 Level/1 Level).
Leashed: If this Creature moves more then 50 Feet (+10 Feet/1 Level) from the Circle, reduce it's S.D.C by 15% per 3 Seconds until returned to the Range.
Mindless: Character has no M.E, and suffers no effects which require a Save vs Horror, Psionics or Insanity and does not suffer effects of Morale, and cannot gain "Mental", "Morale", or "Psionic" Effects.
Bloodless: This Character cannot gain Wounds.
Unliving: This Character has no H.P and cannot have its H.P Damage or Reduced. This Character remains active so long as they have S.D.C. This Character does not have Stamina, and ignores all Stamina Costs for Attacks and Movement.
Arcane Form: If this Character would lose E.E, it instead suffers 1 Damage per E.E it should have lost.
Undead: This Character cannot be affected by Restoration abilities, and cannot have S.D.C restored to them. Reduce the Total Damage and Effects of Poison, Death, by 100%, Damage from Cold by 75%, and Effect of Cold by 100%. Reduce the Total Damage of Slashing and Piercing Attacks by 25%.
Fire Fear: If an attack has a Fire Damage, this Character must make a Dodge if able. If unable to Dodge, it cannot make a response.
Horrifying: This Character has a Horror of 10.
Horrific Swarms: If two or More characters of this type would cause a Horror Check, the saving Character makes 1 Check, increased by 10% per 5 Animated Dead.
Obedience: This character has no will, and will attempt to follow orders to the best of their ability regardless of outside factors or risk. If the controller makes a Military Intelligence check to maneuver this Character, they gain +25% (+5% to Military Intelligence/1 Level)
Unskilled: Reduce the Armor Rating of Worn Armor by 50%, and Total Damage of Wielded Weapons by 50%.
Creature Types:
Lesser Creature of Magic
Undead
Combat Habits:
Will blindly attack, and attack in response to the nearest opponent. Will only pass its leashed range upon orders, and will target anyone its controller assigns. Will always attempt to Dodge an attack with a Fire Type.
Circle of Command
Description: A potent circle, able to influence the minds of others. At the very least, it can be used to direct their enemies aggression else where. However, it can also bring the minds of enemies into the fold, altering their perceptions and bending them to the will of the circle mages arcane prowess, causing them to lash out at friends, aid the circle mage and present dangerous foes from unexpected sources.
Type: Circle, Affliction (Charm).
Creation Cost: 120 E.E, 4 Units of Chalk, 1 White Candle, 2 Units of Gold, 4 Units of Quick Silver, 1 Lotus Flower, 15 Minutes and 3 Morale.
Maintenance Cost: 5 E.E per 1 Second.
Spell Power: This Circle gains +15% to Spell Power (+3% to Spell Power/1 Level)
Spell Root: This Circle gains +5% to Save vs Magic (+2% to Save vs Magic/1 Level).
Effects: The caster gains "Circle of Command", a Magic Buff Effect which lasts as long as the Circle is Maintained, gaining +35% to Taunt and Distract (+5% to Taunt and Distract/1 Level), and up to 1 Target (+1 Target/5 Levels) gains +10% to Taunt and Distract (+2% to Taunt and Distract/1 Level), and at the Start of every 5 Seconds, they may make a Free Action out of turn to make a Spell Power check with this Circle against another Character within 25 Feet (+5 Feet/1 Level). The target may make a Save vs Magic, Insanity or Psionics against the check, and may not reduce the roll. If the target fails, they gain "Domination", a Mental Debuff Effect which lasts for 5 Seconds, and treat all Characters other then the caster as an Enemy, and treat the Caster as a Friendly with a Social Standing of 10. The affected also gains 5 Temporary Morale for the Duration of the Effect, may not reduce rolls, and the caster may spend Temporary Morale from the Character when they would normally be able to spend Morale. Also, the affected suspends all active Taunts and Distracts during this effect, and when this Effect is removed, remove all Taunts and Distracts caused during it.
Circle of Concealment
Description: A strange circle, which conceals both itself, and the contents of those within its confines when its activated. Hardly favored by most summoners, due to its nature, it can make a flexible backup plan should a summoning go poorly, or as a defense while the Summon is trying to tame a summoned demon.
Type: Circle, Divination (Concealment).
Creation Cost: 120 E.E, 4 Units of Chalk, 2 Units of Gold, 4 Unit of Quicksilver, 10 Minutes, and 4 Morale.
Maintenance Cost: 4 E.E per 1 Second.
Spell Power: This Circle gains +15% to Spell Power (+3% to Spell Power/1 Level)
Spell Root: This Circle gains +10% to Save vs Magic (+3% to Save vs Magic/1 Level).
Effects: The Caster gains "Circle of Concealment", a Magic Buff Effect which lasts as long as the Circle is maintained, selecting up to 2 Targets (+1 Targets/2 Levels) within 5 Feet (+1 Feet/1 Level). To see the targets, other characters must make a Perception check of 40 (+3 to Perception Check/1 Level). Characters who fail this check do not notice the target, and may not initiate actions with them, but if a tell has been made (where attacked, spoken to, etc), they may respond, but actions requiring single target selection may not be used, and directed attacks do not benefit from the characters normal Strike Bonus, and they gain -50% to Strike. If the character is successful, they notice the targets, and may make actions against them, but cannot make out details, features, or pin an exact location, and suffer -200% to Strike.
Circle of Death
Description: A devastating circle against soldiers en mass, it unleashes powerful necrotic energies to sap away life from those near it. The caster can use it as a pin pointed needle against commanders and high profile targets over fair distances, as a rapid fire attack to pummel near by foes, or powerful pulses radiating from the circle to drain life away en-mass against may opponents, idea if the circle mage is alone, or their allies are guarded from its effects.
Type: Circle, Evocation (Death).
Creation Cost: 100 E.E, 4 Units of Chalk, 4 Units of Gold, 1 Unit of Quick Silver, 1 Unit of Bone, 10 Minutes, and 2 Morale.
Maintenance Cost: 1 E.E per 1 Second.
Spell Power: This Circle gains +15% to Spell Power (+3% to Spell Power/1 Level)
Spell Root: This Circle gains +5% to Save vs Magic (+2% to Save vs Magic/1 Level).
Effects: The caster gains "Circle of Death", a Magic Buff Effect which lasts as long as the Circle is Maintained, and every 3 Seconds, they may spend a Free Action and 3 E.E out of Turn to make a Spell Power Check against a Target within 50 Feet (+5 Feet/1 Level). If successful, deal 2D6 Death Damage (+2 to Death Damage/1 Level, +1D to Death Damage/5 Levels) to the target. During the Casters turn, they may spend 1 Action and 7 E.E to make a Spell Power check against a Target within 100 Feet (+10 Feet/1 Level), and if Successful, Deal 3D6 Death Damage (+1 to Death Damage/1 Level, +1D to Death Damage/2 Levels), or may spend 1 Action and 10 E.E to make a single Spell Power Check against all targets within 25 Feet (+2 Feet/1 Level), and targets hit suffer 2D6 Death Damage (+1D Death Damage/3 Levels).
Circle of Force
Description: A protective circle, a take on the different Circles of Protection which can be used to bar entry, this circle creates a translucent shield of arcane energy which is linked to its creator, allowing them to feed it energy and reinforce it's protection.
Type: Circle, Abjuration (Shield).
Creation Cost: 100 E.E, 4 Units of Chalk, 2 Units of Gold, 4 Unit of Silver, 10 Minutes, and 2 Morale.
Maintenance Cost: 1 E.E per 1 Second.
Spell Power: This Circle gains +5% to Spell Power (+1% to Spell Power/1 Level)
Spell Root: This Circle gains +15% to Save vs Magic (+5% to Save vs Magic/1 Level).
Effects: Caster creates a circle Wall centered on this Circle, covering up to a 10 Foot Radius (+3 Feet/1 Level), which gains "Circle of Force", a Magic Debuff Effect, which lasts as long as the Circle is Maintained, which is a Damage Shield with 250 S.D.C (+50 S.D.C/1 Level), and when it is reduced to 0 S.D.C all Characters within the Area of Effect gain "Final Blow", reducing Total Damage Taken for 1 Second by 99%. Characters and direct attacks cannot move past the edge of the circle as long as it is maintained. As a Free Action, the caster may spend X E.E to restore X x 3 S.D.C to the Damage Shield unless the Damage Shield was reduced to 0.
Circle of Leeching
Description: A devious circle which eats away at near by arcane energy, draining it away, and making the use of spells and magic of all colors very difficult, weakening magical shields, taking the threat out of fire balls, and making wizards challenged to stay effective. While this effects the circle mage themselves, they have the luxury of planning ways around it such as simple hired thugs or summoned minions.
Type: Circle, Alteration (Drain).
Creation Cost: 120 E.E, 4 Units of Chalk, 4 Units of Gold, 2 Units of Quicksilver, 1 Unit of Iron, 15 Minutes, and 2 Morale.
Maintenance Cost: 3 E.E per 1 Second.
Spell Power: This Circle gains +15% to Spell Power (+4% to Spell Power/1 Level)
Spell Root: This Circle gains +10% to Save vs Magic (+4% to Save vs Magic/1 Level).
Effects: The caster gains "Circle of Leeching", a Magic Buff Effect that lasts as long as the Circle is Maintained. All Characters within 25 Feet (+5 Feet/1 Level) must spend an additional 50% of an Abilities E.E Cost when using abilities. Reduce all Characters Spell Power by -20% (-3% to Spell Power/1 Level), Spell Damage by -15% (-4% to Spell Damage/1 Level), Spell Effect by -15% (-2% to Spell Effect/1 Level), and reduce Total Duration and Range by 50%, other then this Circles.
Circle of Life
Description: One of the few circles of healing, its array helps mend wounds and fortify against illness. Its power can keep an entire squad of soldiers fighting and well, sealing wounds as they're cut and preventing the onset of exhaustion, the circle of life is present in almost every choke point of military fortresses, even in Kighfalton.
Type: Circle, Restoration.
Creation Cost: 100 E.E, 4 Units of Chalk, 4 Units of Gold, 2 Unit of Silver, 10 Minutes, and 2 Morale.
Maintenance Cost: 5 E.E per 1 Second.
Spell Power: This Circle gains +5% to Spell Power (+1% to Spell Power/1 Level)
Spell Root: This Circle gains +15% to Save vs Magic (+5% to Save vs Magic/1 Level).
Effects: The Caster gains "Circle of Life", a Magic Buff Effect which lasts as long as the Circle is maintained, selecting up to 2 Targets (+1 Target/2 Levels) within 15 Feet (+5 Feet/1 Level) every 3 Seconds, restoring 1D6 S.D.C (+1D S.D.C/3 Levels), 1 Stamina (+1 Stamina/5 Levels) and removing 1D4 Wounds (+1D Wounds/1 Level). During the Casters turn, they may spend 1 Action and 3 E.E to select a Target within 30 Feet (+7 Feet/1 Level) to restore 2D6 S.D.C (+1D S.D.C/2 Levels), 2 Stamina (+1 Stamina/2 Levels), and remove 1D6 Wounds (+1D6 Wounds/1 Level). Also, all Friendly targets within 15 Feet (+5 Feet/1 Level) of the caster gain +10% to Save vs Poison (+5% to Save vs Poison/1 Level).
Circle of Madness
Description: A cruel and powerful circle which weakens a persons mental defenses slowly, and eventually seeding their mind with chaotic thoughts, flooding it and driving them mad for a moment.
Type: Circle, Affliction (Mental).
Creation Cost: 100 E.E, 4 Units of Chalk, 2 Units of Gold, 4 Unit of Silver, 10 Minutes, and 3 Morale.
Maintenance Cost: 1 E.E per 1 Second.
Spell Power: This Circle gains +10% to Spell Power (+3% to Spell Power/1 Level)
Spell Root: This Circle gains +5% to Save vs Magic (+3% to Save vs Magic/1 Level).
Effects: Every 5 Seconds, enemy targets within 5 Feet (+1 Feet/1 Level) of the Circle must make a Save vs Insanity of 6 (+1 to Save vs Insanity Check/1 Level), or gain a Random Insanity which lasts for 1 Minute (+1 Minute/1 Level). After this Duration, they may make a another Save vs Insanity or the Duration is Reset. Also, every 2 Seconds, Enemy Targets within 10 Feet (+3 Feet/1 Level) must make a Save vs Magic against this Circle or gain "Waning Defenses", a Mental Debuff Effect, which may stack any number of times which lasts for 4 Seconds, gaining -5% to Save vs Insanity and Psionics (-1% to Save vs Insanity and Psionics/3 Levels).
Circle of Mental Domination
Description: A potent circle banned in most nations from even being taught, it can allow the circle mage to assert complete mental domination over a person they've only seen, and wear them like a puppet. The largest problem with the circle is it's long strain on the casters energy, slowly draining them, and its very nature leaves them unable to recover the lost energy, preventing them from maintaining it for massive lengths of time.
Type: Circle, Affliction (Possession).
Creation Cost: 150 E.E, 4 Units of Chalk, 2 Units of Gold, 4 Unit of Quick Silver, 20 Minutes, Sacrifice of any Bird, and 4 Morale.
Maintenance Cost: 1 E.E per 5 Seconds.
Spell Power: This Circle gains +5% to Save vs Insanity (Battle of Wills) (+2% to Save vs Insanity (Battle of Wills)/1 Level)
Spell Root: This Circle gains +10% to Save vs Magic (+3% to Save vs Magic/1 Level).
Effects: Caster selects a target within 500 Feet (+50 Feet/1 Level), ignoring Visibility. The caster then makes a Battle of Wills against that character. If successful, the caster gains "Mental Possessor", a Mental Buff Effect, tied to "Mentally Possessed", which lasts for 1 Hour (+1 Hour/1 Level), and may only use actions with the targets body. All skills known by the caster remain, but all Physical Attribute bonuses come from the target. If the Possessed Character dies or enters a Coma, the caster must make a Save vs Insanity of 18 or gain "Near Death Experience", a Non-Dispelable Mental Debuff Effect which lasts for 1D12 Weeks, gaining a Random Insanity, and after the Duration, the character must make a Save vs Insanity of 14 or the Insanity becomes Permanent. The target gains "Mentally Possessed", a Mental Debuff Effect tied to "Mental Possessor". Every 10 Minutes, the affected may spend 2 Moral to make a new Battle of Wills with the caster, gaining +15% for every previous attempt with the caster within 48 Hours.
Circle of Pain
Description: Among one of the most cruel circles created, it is terribly effective in open war and in combat, creating an aura of blinding pain to strike down opponents, and leave them open for attack. It can also be used with a more directional use in mind, the caster focusing on a single person and inflicting them with mind numbing pain.
Type: Circle, Affliction (Mental).
Creation Cost: 140 E.E, 4 Units of Chalk, 2 Units of Gold, 4 Unit of Quicksilver, 10 Minutes, and 2 Morale.
Maintenance Cost: 1 E.E per 1 Second.
Spell Power: This Circle gains +10% to Spell Power (+3% to Spell Power/1 Level)
Spell Root: This Circle gains +5% to Save vs Magic (+3% to Save vs Magic/1 Level).
Effects: Every 3 Seconds, enemy targets within 15 Feet (+5 Feet/1 Level) of the Circle must make a Save vs Insanity (Pain) of 12 (+1 to Save vs Insanity (Pain) Check/1 Level), or gain "Reeling Pain", a Mental Debuff Effect, which lasts for 3 Seconds, losing 1D4 - 2 Morale on application, and gaining -20% to Combat Rolls (-2% to Combat Rolls/1 Level). If the affected fails by 10 or more, they may make no actions for 2 Seconds. During the casters turn, the Caster may spend 1 Action and 5 E.E to make a Spell Power check against a target within 50 Feet (+15 Feet/1 Level), and if successful, the target gains "Reeling Pain", a Mental Debuff Effect, which lasts for 5 Seconds, losing 1D4 - 2 Morale on application, and gaining -20% to Combat Rolls (-5% to Combat Rolls/1 Level), and if the affected fails by 10 or more, they may make no actions for 2 Seconds.
Circle of Passion
Description: This circle bends the emotions of others, digging into the darkest areas of their mind to bring forth the worst of their personalities. Often a volatile circle, it's hard to tell just how a person will react when overcome with hate, anger or jealousy, it often has at least a desirable effect on those in critical situations. In combat, and can be even more apparent, men lashing out at their own friends over trivial events long in the past.
Type: Circle, Affliction (Mental).
Creation Cost: 140 E.E, 4 Units of Chalk, 4 Units of Gold, 4 Unit of Quicksilver, 10 Minutes, and 2 Morale.
Maintenance Cost: 1 E.E per 1 Second.
Spell Power: This Circle gains +10% to Spell Power (+3% to Spell Power/1 Level)
Spell Root: This Circle gains +5% to Save vs Magic (+5% to Save vs Magic/1 Level).
Effects: The caster gains "Emotional Strings", a Magic Buff Effect which lasts for as long as the circle is maintained. Every 15 Seconds, the caster may choose a target within 150 Feet (+15 Feet/1 Level), or if they have a Social Standing of 15 or more with the target, they may be within 500 Feet (+25 Feet/1 Level), ignoring Line of Sight, and make a Spell Power check with that target. If successful, the caster selects one of the following;
Lust: The Target gains "Circle of Passion", a Mental Debuff Effect which lasts for 1 Minute, gaining -10% to Save vs Insanity and Psionics (-2% to Save vs Psionics and Insanity/1 Level), and may not use Morale against members of the opposite gender. Also, the target gains -5% to All Combat Rolls (-1% to Combat Rolls/1 Level), and all Skills gain -25% (-5% to All Skills/1 Level) unless it is to prosue a member of the opposite gender. Any Morale caused by a member of the opposite gender to this character is increased by 100%.
Jealousy: The Target gains "Circle of Passion", a Mental Debuff Effect which lasts for 1 Minute, gaining -1 to Perception, and gains -15% to All Combat Rolls and Skills (-4% to Combat Rolls and -6% to Skills/1 Level) for every other character with a bonus or skill of equal or less. Any time a friendly Character makes a Skill check with a success of 80% or more (-1% to Skill Success/1 Levels), or a Combat Roll with a total of 15 or more (-1 to Combat Roll Total/5 Levels), this Character loses 1 Morale, and gains 1D4 - 1 Stacks of Taunt.
Hate: The Target gains "Circle of Passion", a Mental Debuff Effect which lasts for 1 Minute, gaining -2 to Perception, +15% to Initiative and Strike (+2% to Initiative and Strike/1 Level), and +2% to Damage (+2% to Damage/1 Level). All other Characters within 25 Feet have a 25% chance to gain 1 Stack of Taunt (+1 Stack of Taunt/5 Levels) on this Character every 5 Seconds. The Character ignores all Taunt and Distract while a target they have reason to hate is in combat.
Anger: The Target gains "Circle of Passion", a Mental Debuff Effect which lasts for 1 Minute, gaining -2 to Perception, +15% to Initiative and Strike (+2% to Initiative and Strike/1 Level), and +5% to Damage (+5% to Damage/1 Level). Any time this Character suffers a Taunt, they may make an attack with a cost of 1 Action or less against that target if able, or make a Reckless Move towards them. Increase the End Damage of Counter Attacks by 10% (+3% to End Damage/1 Level).
[b]Circle of Portals[/b]
Description: A relatively 'simple' circle which has been utilized through the ages for it's simple, logistical edge. The circle simply allows the circle mage to transport others a great distance with little effort, and less time. In addition, it can even be used to breach realities and move between the different planes. This allows the summon the unique position to easily move between worlds, a feat few others can compare to. With two circles, either made by the same summoner or separate, both inscribed with the same true name, create a sort of bridge, greatly amplifying the effect and distance one can travel with these.
Type: Circle, Dimensional.
Creation Cost: 250 E.E, 6 Units of Chalk, 4 Units of Gold, 4 Unit of Quick Silver, 4 Units of Silver, 2 Carat Diamond, 20 Minutes, and 6 Morale.
Maintenance Cost: 10 E.E per 1 Second.
Spell Power: This Circle gains +5% to Spell Power (+1% to Spell Power/1 Level)
Spell Root: This Circle gains +5% to Save vs Magic (+1% to Save vs Magic/1 Level).
Effects: The caster selects one of the following Modes when this Circle is Created;
Teleportation Mode: The Caster selects up to 1 Friendly Target (+1 Targets/2 Levels) within 5 Feet (+1 Foot/1 Level), and selects a destination within 100 Miles (+30 Miles/1 Level), or a Circle of Portals with the casters True Name within 500 Miles (+100 Miles/1 Level). Up to 200 Pounds of items may be teleported as if they where a single target. The Caster then makes a Teleportation Check, with a success Rate of 10% + I.Q (+7% to Success/1 Level), gaining +70% if two Circles are linked with a True Name, +50% if the target location is visible or very familiar to the targets, +30% if the target has been to the target area often, +15% if the target has had the location shown to them, and +5% if the target has the area vividly described to them. If successful, the targets are placed there. The caster may use their bonus to Range or Effect for the target Destination. If the Teleport check fails, roll on the following, able to alter the roll by 1% per Level;
01-55%: This Spell is Countered.
56-75%: Teleports in a Random Direction, equal to 1D4 x 5% of the Distance to the Target Location.
76-90%: Teleports in a Random Direction, equal to 4D4 x 10% of the Distance to the Target Location.
91-98%: Teleports 1D100 Feet above the ground of targeted area.
99%: Appears in Random Dimension, and caster loses 25% of their Max E.E.
00%: Appears merged with an object. Affected must make a Save vs Death at -25%. If successful, the target gains 1 Wound per 5 Seconds, and all Restoration effects are reduced by 100%, until removed. If they fail their save, the affected is reduced to 0 H.P, and Reduce the Damage and Effect of Restoration Abilities by 100%.
Rift Mode: The Caster selects 1 Plane. They then make a Teleportation Check with a Success Rate of 3% + I.Q (+4% to Success/1 Level), gaining +50% if it is their Native Plane, and +25% if they have been at that plane before. If Successful, a Rift with a Duration of 2D6 Seconds opens to that Plane at no Maintenance Cost, and it cannot be Canceled, after that Duration passes, the Character may pay 200% of the normal Maintenance Cost for an additional 5 Seconds (+1 Second/1 Level) to leave the Rift open. If the Teleport Check fails, roll on the following, able to alter their Roll by 1% per Level;
01-55%: Rifts leads to a Random Location on the casters current Plane.
56-75%: This Spell is Countered.
76-90%: Rift leads to a random Plane.
91-100%: Each person going through the Rift goes to a random Plane.
Circle of Power
Description: A potent circle that taps into the ample arcane energy of its surroundings, drawing it all inward and focusing it into the caster, channeling raw energy through themselves and into their allies. This greatly increases the realm of power they can posses, but it burns through their body, burning and rending their insides slowly as the circle is maintained. There are tales of summoners killing themselves by maintaining these circles too long, but the destruction they can wreak around them before they do is terrifying.
Type: Circle, Alteration.
Creation Cost: 250 E.E, 4 Units of Chalk, 6 Units of Gold, 2 Units of Bone, 1 Unit of Blood from a Creature of Magic, 30 Minutes, and 4 Morale.
Maintenance Cost: 3 E.E and 1 S.D.C per 1 Second. Or may pay 1D4 H.P per 3 Seconds.
Spell Power: This Circle gains +5% to Spell Power (+1% to Spell Power/1 Level)
Spell Root: This Circle gains +15% to Save vs Magic (+5% to Save vs Magic/1 Level).
Effects: The Caster and up to 0 Targets of Choice (+1 Target/6 Levels) gain "Circle of Power", a Magic Buff Effect that remains as long as the Circle is Maintained, gaining +15% to Spell Strength (+3% to Spell Strength/1 Level), +25% to Damage (+5% to Damage/1 Level), and +10% to End Spell Damage (+2% to End Spell Damage/1 Level), reduce the E.E Casting Cost of Abilities by 15%, and Restores 1 Stamina every 3 Seconds.