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Circle Magic

I like Circle Magic, a lot, but whole focus on the evil of summoning makes me wonder if Kevin put something of a religious bias into this part of the system. Therefore, using all the components listed in PFRPG are not required (sacrifices, a warm beating heart of a dragon, gems, etc), however they do reduce the cost of the circle by 25%. Unless noted otherwise, all Palladiums rules on Circle Magic apply (see PFRPG 2nd Edition pg. 137-155).

Circles of Protection

Protection from Angels
M.P.: 80
Note: Black Mages only have to pay 60 M.P. to activate this circle.

Protection from Daemons
M.P.: 60
Note: White Mages only have to pay 45 M.P. to activate this circle.

Protection from Deevils
M.P.: 60
Note:
White Mages only have to pay 45 M.P. to activate this circle.

Protection from Elemental Forces
M.P.: 100
Note: Air, Earth, Fire, and Water Shamans only have to pay 75 M.P. to activate this circle.

Protection from Evil
M.P.: 60
Note: White Mages only have to pay 45 M.P. to activate this circle.

Protection from Faeries
M.P.: 60

Protection from Ghosts, Spirits, & Entities
M.P.: 60
Note: Spirit Shamans only have to pay 45 M.P. to activate this circle.

Protection from Good
M.P.: 60
Note: Black Mages only have to pay 45 M.P. to activate this circle.

Protection from Greater Beings
A power circle designed to fend off beings such as gods, intelligences, old ones, or supremely powerful daemons/deevils. Characters within this circle are +5 to save vs. horror factor, insanity, possession, psionics, and magic attacks by these creatures.
M.P.: 120

Protection from Jinn
M.P.: 80

Protection from Lycanthropes
M.P.: 60

Protection from Magic (simple)
M.P.: 40
Note: Wizards only have to pay 30 M.P. to activate this circle.

Protection from Magic (superior)
M.P.: 100
Components: Drawn in iron filings instead of gold.
Note:
Wizards only have to pay 75 M.P. to activate this circle.

Protection from True Elementals
M.P.: 100
Note: Air, Earth, Fire, and Water Shamans only have to pay 75 M.P. to activate this circle.

Protection from the Undead
M.P.: 60
Note: White Mages & Spirit Shamans only have to pay 45 M.P. to activate this circle.

Circles of Summoning

Summon Angels
M.P.: 140
Note: White Mages only have to pay 105 M.P. to activate this circle.

Summon Animal
M.P.: 50 to summon an animal from the surrounding area or 80 to dimensionally "pop" one in from another land.

Summon Elementals
Identical to Summon True Elementals
M.P.:
100
Note: Air, Earth, Fire, and Water Shamans only have to pay 75 M.P. to summon an elemental of their corresponding element. They must pay 125 M.P. to summon one of an oppoisng element. This Circle can be used to also Summon 1d4x10 Maju for 50 M.P., 25 for Spirit Shamans.

Summon Faeries
M.P.: 100

Summon Gargoyles & Sub-Daemons
M.P.: 100
Note: Black Mages only have to pay 75 M.P. to activate this circle. Also, it is possible for Summoners to summon Brass Daemons with this circle.

Summon Ghosts & Entities
M.P.: 100
Note: Spirit Shamans only have to pay 75 M.P. to activate this circle.

Summon Greater Daemon or Deevil
M.P.: 240
Note: Black Mages only have to pay 180 M.P. to activate this circle. Also, it is possible to summon Mazoku with this circle.

Summon Insects
M.P.: 50

Summon Jinn
M.P.: 200

Summon Lesser Daemon or Deevil
M.P.: 100
Note: Black Mages only have to pay 75 M.P. to activate this circle.

Summon Pawn
M.P.: #1 and 2: 100, #3: 50

Summon Serpents
M.P.: 50 for ordinary snakes, 100 for Worms of Taut, Eye Killers and sea serpents, 200 for the dragons listed.

Summon Spirits
M.P.: 120
Note: Spirit Shamans only have to pay 90 M.P. to activate this circle.

Summon the Undead
M.P.: 100
Note: Black Mages only have to pay 75 M.P. to activate this circle.

Circles of Power

All Seeing
M.P.: 200 to create, 50 to observe a different person or to reinstate observation after the components were removed.
Note: Scrying Wizards can apply their M.P. cost reduction bonus to this circle.

Animate Dead
M.P.: 200
Note: Black Mages only have to pay 150 M.P. to activate this circle.

Command
M.P.: 200

Death
M.P.: 250
Note: This is considered a Circle of Legend, and thus can only be learned by Summoners/Circle Mages, and Talent M.P. cost reductions do not apply.

Rift
M.P.: 250, 50 for reactivation
Note: This is considered a Circle of Legend, and thus can only be learned by Summoners/Circle Mages, and Talent M.P. cost reductions do not apply.

Domination/Control
M.P.: 200

Force
M.P.: 200, 100 for reactivation

Healing
M.P.: 200, 75 for reactivation
Note: White Mages only have to pay 150 M.P. to activate this circle and 50 M.P. to reactivate it.

Invisibility
M.P.: 200

Insanity
M.P.: 250
Note: This is considered a Circle of Legend, and thus can only be learned by Summoners/Circle Mages, and Talent M.P. cost reductions do not apply.

Pain
M.P.: 200

Passion
M.P.: 200

Power
M.P.: 300
Instead of enabling the occupants of the Circle to use Magic using the circles energy, the Circle Boosts the CA & CP of the occupants by 25%!
Note: This is considered a Circle of Legend, and thus can only be learned by Summoners/Circle Mages, and Talent M.P. cost reductions do not apply.

Power Matrix
M.P.: 300
Note: This is considered a Circle of Legend, and thus can only be learned by Summoners/Circle Mages, and Talent M.P. cost reductions do not apply.

Teleport
M.P.: 250, 50 to activate the teleport.
Note: Temporal Wizards only have to spend 200 M.P. to activate this circle, and 40 to activate it's teleportation power.

Wonder
M.P.: 300
Note: This is considered a Circle of Legend, and thus can only be learned by Summoners/Circle Mages, and Talent M.P. cost reductions do not apply.