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.