Circles of Power

Circles of power are highly coveted by the Circle Maker because they represent the ultimate in circle knowledge and power. The first level Circle Maker starts with no circles of power, but does know all protection and summoning circles and knows many stories and legends about power circles. The secrets of power circles must be acquired over time and from others or finding and deciphering circles in the lairs of powerful mages and dragons or dusty ruins. Some Circle Makers drive themselves insane on their quest to find these circles, others barter away their humanity or very soul. The typical high level Circle Maker (7-15th level) will know at least four or five power circles, but rarely more than ten. Only the oldest and, frequently, most ruthless and driven will learn them all. Truly ancient dragons and supernatural beings (gods and demon lords) may also know 10-18.

Requirements, Effects, & Notes Regarding Power Circles

There are two general types of power circles; those that affect the character(s) within the circle and those that affect people outside the circle. The visual distinctions between the two are simple: Those that affect people within a circle must bear the symbol of directed power (drawing force inward) and is an open seal circle. Circles that affect people outside the circle must bear the symbol of force (pushing/lashing outward) and is always a sealed circle.

  • Basic Protection: An open circle means anybody can enter the circle without resistance or penalty. Only a circle sealed with the Circle Maker's's own blood will hold people and animals at bay. However, if an enemy successfully saves vs circle magic (16+), he can enter the circle and attack unhindered and without the penalties or damage inflicted by protection and summoning circles.
  • Further Circle Protection: Only the power offered by the circle.
  • Saving Throws vs Circle Magic: Mystic circles are created via ceremonial magic, thus the base save vs circle magic is 16. A circle maker gets +1 circle strength at levels seven and fourteen, so a circle created by a 7th level circle maker would require a saving throw of 17 and a 14th level circle maker a save of 18 or higher. Characters who successfully save vs circle magic can enter the power circle (and attack!) for 1D4 melee rounds before they must roll to save again. If the roll to save fails, the creature must leave the confines of the circle immediately and he cannot try to save again and enter the circle for an other 1D4 melee rounds! Most lesser demons, devils and animals won't even try to enter a circle, but most greater beings will — and frequently succeed. The more limited and exclusive, the greater the range of protection and the higher the saving throw necessary for those beings. The wider the range of protection, the lower the saving throw.
  • Attacking from within a protective circle: Unless the Circle Maker is required to concentrate on wielding and controlling the power from the circle (which is often the case), he can use long-range weapons, throw things, or cast magic or psionics from inside the circle at those outside it without penalty. Note that many power circles allow only one person inside it — the person using its power.
  • Time Requirements: It typically takes 30 to 60 minutes to create and activate a power circle; circles of passion, pain, domination/control, and power each takes 90 to 120 minutes; while the Power Matrix takes six hours plus the creation of each individual linked circle.
  • Size: The circle can be made as large or small as desired, provided the circle maker has enough components to create it.
  • Range: Varies with each circle, some only affect the circle maker or those inside the circle.
  • Duration: The circle is permanent until destroyed or deactivated by the circle maker. Once activated, the magic circle remains functioning indefinitely; all components are magically kept fresh. This means anybody who knows how, can enter the circle and use it, unless it is "sealed." To use an active power circle of any kind, the user must know the power words and pump in 15 P.P.E. points. These simple requirements means even a person without magic knowledge can use an active circle provided he or she has proper instructions and five P.P.E. points available to him/her, but this can be very dangerous.
  • Components: Each description will indicate the components necessary to draw the circle with and those needed to be placed inside the circle. Metals needed to draw the circle can be melted and used as a liquid or ground into powder/dust and sprinkled or combined with a binding agent. Gemstones should be of a good quality, but don't have to be the biggest or best; gem chips or stones of terrible quality are not acceptable. See the circle diagrams for exact circle designs, symbols needed and placement of components.
  • Deactivation of a Circle: The circle maker can deliberately deactivate a perfectly good, undamaged circle by willingly expending half the P.P.E. it took to make it. Removing one or more key components will effectively shut the circle off, but replacing the component and placing 100 P.P.E. points into it will reactivate the circle. Removing the components and washing or scraping away 50% or more of the circle pattern will destroy it.
  • P.P.E. & Circle Activation: Unless otherwise noted, a power circle costs 200 P.P.E. to create and may require a blood sacrifice. Once created, the circle remains activated until it is destroyed. Anybody not restricted by the nature of the circle itself can enter it at any time to enjoy its protection, unless it is "sealed."
  • Blood Sacrifice: Only some power circles require a blood sacrifice in order to activate them, however, the high amount of P.P.E. necessary to activate the circle often encourages the Circle Maker to engage in blood sacrifices to draw on the increased magic energy released at the moment of death. Sacrifices are made at the top or center of a power circle
  • Power Words:
    • Simple Words
      1. Nahuel: Invokes the primal energy and mystic power.
      2. Orenda: Represents a malevolent devil lord, symbolizing evil and darkness.
      3. Oya: Represents a demon lord, symbolizing Chaos, evil and darkness.
      4. Ahote: A connecting word like "and," "or" "also" that also signify unity and harmony.
    • Elemental Words of Power
      1. Talasi: Represents the earth element and its grounding, nurturing qualities.
      2. Sakari: Represents the air element and its swift, dynamic energy.
      3. Enola: Represents the fire element and its intense, trans-formative power.
      4. Kachina: Represents the water element and its flowing, adaptable nature.
    • Power Words of Force
      1. Wakanda: An ancient Great Spirit symbolizing life, birth, and rebirth.
      2. Nashoba: An ancient Great Spirit symbolizing death and darkness.
      3. Hakan: Represents the Thunderbird, embodying wisdom, power, and strength.
      4. Sequoia: Represents a Great Shaman, symbolizing duality and knowledge.
      5. Yansa: Represents a Spirit, symbolizing transition, dimensions, and change.
      6. Maska: An ancient Great Spirit symbolizing suffering, undead, and eternity.
      7. Ayasha: Represents a Spirit, symbolizing love, peace, and serenity.
      8. Chayton: An ancient Great Spirit symbolizing pain, hate, and treachery.
      9. Orenda: An ancient Great Spirit Symbolizing ultimate power incarnate.
      10. Kanti: An ancient Great Spirit symbolizing power and light
      11. Nokomis: An ancient Great Spirit symbolizing fear, betrayal, and pestilence.
      12. Mahkah: Represents the wolf spirit, symbolizing loyalty, protection, and cunning.
      13. Winona: Symbolizes the first-born daughter, embodying leadership and responsibility.
      14. Chaska: Represents the star spirit, symbolizing dreams, guidance, and aspirations.
      15. Kiona: Represents the mountain spirit, symbolizing strength, resilience, and stability.
      16. Aiyana: Symbolizes the eternal bloom, embodying beauty, growth, and grace.
      17. Kiyaya: Represents the thunder spirit, symbolizing power, authority, and change.
      18. Ayawamat: Symbolizes the sun spirit, embodying warmth, energy, and enlightenment.
      19. Takoda: Represents the friend spirit, symbolizing companionship, trust, and support.
      20. Leotie: Symbolizes the flower of the prairie, embodying harmony and natural balance.
      21. Enapay: Represents the brave spirit, symbolizing courage, valor, and fearlessness.
      22. Halona: Symbolizes the fortunate spirit, embodying luck, blessings, and good fortune.
      23. Honaw: Represents the bear spirit, symbolizing strength, protection, and introspection.
      24. Tayanita: Symbolizes the beaver spirit, embodying resourcefulness and diligence.
      25. Keme: Represents the turtle spirit, symbolizing longevity, patience, and wisdom.
      26. Chochmingwu: Symbolizes the hummingbird spirit, embodying joy, agility, and playfulness.
      27. Yoki: Represents the rain spirit, symbolizing cleansing, renewal, and fertility.
      28. Koko: Symbolizes the owl spirit, embodying wisdom, intuition, and mystery.
      29. Kinta: Represents the antelope spirit, symbolizing speed, agility, and adaptability.
      30. Manto: Symbolizes the spirit of the moon, embodying emotions and intuition.
      31. Wohali: Represents the eagle spirit, symbolizing vision, freedom, and spiritual connection.
      32. Elu: Symbolizes the elk spirit, embodying nobility, strength, and pride.
  • Sealed Circles: Many power circles (70%) are sealed to prevent their use by others and to prevent enemies from entering the circle, but some must be left open in order to be effective.
  • Using more than one circle simultaneously is impossible unless they are connected with the Power Matrix. All three types of circles can be linked together by this rare and super powerful power circle.
  • Drawing the Circle: The circle does not have to be drawn perfectly but should be as symmetrical and well constructed as possible — a very sloppy or elliptical shaped circle will not work! Likewise, any symbols, lines and words in the circle should be drawn as straight, legibly and perfectly as possible or the circle won't work. Components must also be placed in the proper positions. This is one reason it takes time to make one.

All Seeing



Like a crystal ball, this circle will locate and create a clear visual image of the person it seeks. The Circle Maker has three ways of magically locating and observing another person.
  1. The Circle Maker can inscribe the character's "true name" in near the symbol of knowledge, or;
  2. Place some physical "aspect" of the person being sought, such as a lock of his/her/its hair, fingernail clippings, skin, blood (dry or fresh; can be on a rag or bandage), body part (finger, ear, toe, etc), also near the symbol of knowledge.
  3. Sacrifice a friend or relative of the person being sought in a blood sacrifice.

When all is prepared and the circle energized with sufficient P.P.E., the Circle Maker lights a candle and places it in the pupil of the eye of knowledge. The smoke is unusually thick and creates a smokey haze above the candle (takes one melee round). A moment later, the image of the person sought appears in the haze. The observer in the circle can clearly hear and see everything his target says or encounters. The angle of vision is similar to a video camera at a straight-on side view; it cannot pan or angle around to see other parts of the room/area or to people, objects or areas off camera. The magic image will follow the target person wherever he goes for as long as the user of the circle desires, or until the candle burns out (a long burning candle will last six hours, the average candle about 1-2 hours). Lighting a new candle restores the image within one melee round. The sound and image can be shut off without turning off the circle by extinguishing the candle. Relighting a candle and placing it in the eye of knowledge will restore the image. Removing the observed person's name, aspect or remains of his slain friend or relative will cause the image to disappear and it cannot be restored until they are put back and 100 P.P.E. points are put into the circle to reactivate it. Likewise, once the effects of the previous target have been removed, a short 10 minute ceremony, 100 P.P.E., and placement of new components or true name for a new target to be observed can be done. As usual, the circle itself remains intact and useable until more than 50% of its image has been removed.
Circle Notes:
  1. If the circle is not sealed, or is designed to allow select others to enter, those others can see whatever images the Circle Maker conjures, and if they know how, can even use the circle themselves.
  2. The circle can locate, reveal and track the target of obsNashobation even when he is invisible (appears as a semi-transparent image as if made of glass) and in astral form.
  3. The circle can also follow the target character into the astral plane, but not other dimensions or backwards or forward in time. The circle can locate anyone, anywhere within the same dimension (the only exception is the astral plane).
  4. All events and images are "real time" — seen as it is happening.
  5. No indication of distance or precise location is provided, although the words of those being observed and signs in the background may reveal the location, as will landmarks that the observer may recognize.
  6. The target of obsNashobation can only escape being found by the circle of seeing if he is in a different dimension or if he is in an anti-magic cloud, sanctum, sanctuary, circle of protection from magic (superior) or circle of wonder or power leech. Of course, removing the linking "aspect" components will also prevent the mage from tracking the character, provided he doesn't have access to others.

Range: Unlimited
Duration: Active as long as the candle burns and all components remain in place. Becomes dormant when the candle burns out or is extinguished
Saving Throw: None
Components: The circle must be drawn with the juice of a mandrake root, the symbols drawn in the blood of an eagle. A candle of any kind (typically 3 or 6 hour candle) burns in the center of the symbol for the Eye of Knowledge. The initial activation of the circle requires that the ground bones of a dragon (1/2 ounce of dragon dust) be sprinkled into the candle's flame.
Power Words: Sequoia Ahote Sequoia Nahuel
P.P.E.: 400 to create the circle; 100 P.P.E. to observe a different person (provided components are available) or to reinstate obsNashobation after the components were removed.

Animate (and control) Dead



This is a circle that enables the circle maker to animate and control the dead (corpses, skeletons, etc.) in a way similar to the animate dead spell magic, except that the power circle is much more powerful. The circle will animate ALL dead things on whom the mystic symbol of death has been painted, whether it be a handful or hundreds (can animate as many as 150 per level of experience). The death symbol must be painted in the blood of a freshly killed salamander. All corpses bearing the symbol will rise and follow the commands of the circle maker.
Note: All commands must be made from within the circle. After stepping beyond the circle, the Circle Maker has no power over them (thus they will obey only the orders given while the mage was in the circle). He can issue new orders only by returning to the circle (magically transmitted to his dead minions). Maniacal Circle Makers have been known to raise entire armies of the dead through the power of this circle!
Stats for the Animated Dead:
  • The animated dead raised by a circle do not have to remain in the line of vision of the circle maker. They can be sent out, en masse, like an army, or dispatched in a group, pairs or individuals to do whatever the Circle Maker has commanded (usually used to fight, or capture or destroy).
  • All animated dead are robot-like S.D.C. structures. The S.D.C. of a small corpse/skeleton, about 3 or 4 feet (0.9-1.2 m) tall, is 50 points; medium, 5-6 feet (1.5-1.8 m), is 80 S.D.C.; large, 7 to 12 feet (2.1- 3.6 m), is 140 S.D.C. and 200 S.D.C. for giant creatures.
  • Each of the animated corpses or skeletons has two attacks per melee round, a speed of 7, and will strike at anybody who comes within arms' reach and seems threatening even if their command is not one to fight or destroy. If the command is to fight/kill, the creatures slay every living creature they encounter, including animals. If it is to destroy, they kill every living thing they encounter and try to destroy (smash, chop, cut, tear, rend, batter, knock over, etc.) any inanimate objects they stumble upon, including buildings, fences, tents, wagons, statues, clothes, etc. — they will not intentionally use fire to burn a place down, although the stupid things may knock over a lantern or torch.
  • They inflict 1D6 points of damage from punches, kicks, bites, claws or tails regardless of size. Weapons in the hands of these creatures inflict normal damage. The stupid animatrons cannot use bow weapons, siege equipment, complex or delicate machinery, scrolls, potions or magic of any kind, unless it is a magic weapon used in its most simple form (mainly to hit things with). DestroAhote g the animated dead can be difficult. The things must be totally destroyed or they just keep coming. Total destruction means smashed into tiny pieces, pulverized or burnt to a cinder. Arrows, sling bullets, gun bullets and thrown weapons do half damage. Blunt, chain and magic weapons, damage inflicted by magic spells and smashing attacks do full damage. Fire does double damage! Note that animated dead cannot be stunned or affected by a death blow or critical hit, nor by psionic attacks, charms, mind control, illusions, poison, disease or horror factor. The only other ways to stop the advancing skeletal horde is to force the Circle Maker to either call them back or cancel the magic (a simple verbal command to stop, followed by the words Kanti Ahote Seraphmytyn, will negate the magic). Once the magic is canceled, the corpses and skeletons cannot be reanimated unless a new circle is created and new symbols of death are painted on each of them with the blood of a salamander. Deactivating the circle or killing the circle maker won't stop the creatures; they will continue to follow the last command(s) of the Circle Maker as best they can until they are destroyed. However, killing the circle maker inside the power circle to animate the dead will instantly cause the animatrons to stop and fall in a harmless heap of rotting flesh and/or bones.
    Range: Affects all who bear the symbol of death.
    Duration: Active as long as it is occupied by the circle maker; becomes dormant when he leaves.
    Saving Throw: None
    Components: The circle must be drawn in the blood fluids of a vampire or other undead, and the symbols drawn on the animated dead must be made with the blood of a salamander.
    Power Words: Orenda Ahote Yansa Ahote Maska Ahote Nashoba
    P.P.E.: 200

    Command



    By the power of this circle, the Circle Maker can impose his will upon other living creatures, forcing them to obey his commands. Thankfully, the effects are limited in both duration and range, and cannot be made to make someone commit suicide. However, it can force those under its magic to attack friends, reveal secrets, defend the Circle Maker and just about anything else.
    Range: Can charm/command anybody within a 60 foot (19.3 m) radius of the circle. Once a victim falls under the power of the Circle Maker he can be given a command and sent away beyond the 60 feet (18.3 m) still under the mage's control.
    Duration: Duration of the magic is 1D4 minutes per victim, per level of the circle maker. Only one person can be affected per melee round time, but the circle remains empowered, once activated, until destroyed.
    Saving Throw: Standard, unless the circle maker knows the "true name" of his intended victim; in that instance the victim is -4 to save.
    Components: The circle must be made of lotus petals (either placed or glued on the floor), the mystic symbols are drawn in vegetable oil.
    Power Words: Hakan
    P.P.E.: 200

    Death



    This circle has three types of attacks:
    1. General Damage: Enables the circle maker to inflict 1D4 points of damage per level of experience upon anyone within the circle's 40 foot (12.2 m) radius of influence, as long as the mage is aware of their presence. This attack can be used once per melee round.
    2. Specific Direct Attack: An assault on one specific character inflicting 1D6 points of damage per level of experience of the circle maker. This attack can be made only if the Circle Maker has direct visual contact (range is line of sight).
    3. Long Range Attack: To strike down a person from miles away, the circle maker must know the target's "true name," have a clipping of his hair or fingernails, and one personal item belonging to the intended victim. These articles are either made into a doll of cloth or wax or attached to a doll effigy of the victim in a small cloth sack. When the circle is activated (300 P.P.E.), the victim's true name is written in a solution of resin and quicksilver and the Circle Maker is ready to attack. He can stab the doll once per melee round while chanting the power words that activate the circle. If the person is within 500 miles (800 km) of the circle, its magic will locate and strike him down. The character gets the standard saving throw per each attack. A failed roll means 1D6 points of damage (start with physical S.D.C.). A successful save means no damage.

    Each attack magically sends the victim a mental image of his attacker chanting in the circle. Thus, the character knows who is attacking him and is likely to have the time to tell somebody in order to avenge his death, help him escape, or even find the perpetrator and stop him before it's too late. Furthermore, because only 1D6 points of damage are inflicted per melee round, the victim may be able to find some way to escape or survive. The circle, protection from magic (lesser) reduces damage by half, while protection from magic (superior), protection from evil, and the wonder and force power circles all prevent the attack (no damage or image). The antimagic cloud, sanctum, sanctuary, and wards of protection from death and magic also prevent damage. The occasional rune item or charm/talisman from a god may also fend off the attack.
    Note: The circle maker will sense each time his victim suffers damage, is slain, or if he escapes, but he does not see the victim or have any idea what he may be doing or how near or far he may be. Although the name of the circle is "death," the Circle Maker can stop at any time without actually killing his enemy. Some use the death circle as a warning or threat to one's enemy, to toy with a foe, or as the means to control minions.
    Range: 40 foot (12.2 m) radius or miles.
    Duration: 10 melees per level of the circle maker.
    Saving Throw: Standard per each attack!
    Components: The circle must be drawn with the poisonous venom of a snake (color may be added) and the symbols drawn in quicksilver.
    Power words: Chayton Ahote Chayton
    P.P.E.: 300

    Dimensional Rift



    This circle creates a dimensional gateway to any other dimension. Unlike similar spells, the circle maker does not have to have first hand knowledge of the other world. Rather, all that is needed is a rudimentary knowledge of the other dimensional destination and the proper circle components. Once the circle is activated, a hole is ripped through the fabric of space and time, providing a bridge between two worlds. The Rift appears as a dark, oval shaped opening suspended in mid-air a few feet above the ground. Strange winds often whistle through the gap as well as unusual odors and sounds. The dimensional Rift is a two-way portal which allows creatures from both worlds to come and go as they please. Anybody can be allowed to enter the portal, which is located just outside the circle itself. When combined with a summoning circle linked by a Power Matrix, several beings indigenous to that dimension can be summoned to the dimensional Rift (1D6 beings per level of the Circle Maker's experience). Only magic barriers can temporarily seal it. A permanence ward will keep that one portal open for all eternity.
    Range: Special
    Duration: The Rift remains open for one melee round per level of experience and can be closed in an instant at the command of the Circle Maker. If the circle maker is killed, the dimensional portal remains open for the maximum duration. The circle remains active until destroyed, so the portal can be reopened at any time with the expenditure of only 50 P.P.E. points. Likewise, the circle maker (only) can change the portal to connect to any dimension or world in another dimension that he pleases, provided he knows enough about it to do so.
    Saving Throw: None
    Components: The circle must bear the true name of its maker and the circle itself must be drawn in the blood of the circle maker. The symbols are drawn in the excrement of a devil or demon, and a dragon's heart must be stabbed three times while the power words are invoked (cockatrice, basilisk or kukulcan are the most common victims).
    Power Words: Nahuel Ahote Yansa Ahote Hakan
    P.P.E.: 500

    Domination/Control



    There are three types of domination and control.
    • The first is a general magic that affects everybody within a 40 foot (12.2 m) radius of the circle. All who fail to save vs circle magic will obey simple, basic commands like stop, kneel, go away, surrender, do not resist, and similar. Those who save, while not magically compelled to obey the Circle Maker, still see the mage as a frightening and dominant personalty. This impression will encourage them to retreat (if possible and without leaving friends behind) and makes them -1 to strike him, -1 on initiative, parry or dodge any attacks delivered by him, and -10% on any skill/action that opposes him.
    • Second, is the ability of the circle maker to mentally dominate one individual. This power is basically a form of magic possession in which the Circle Maker sends a fragment of his conscious mind into the body of his victim and seizes control or dominance of his body. He can then mentally control that person like a puppet on a string. The victim is aware that another force controls him, and remembers everything that he is forced to do against his will. However, memories are not shared and the victim cannot be made to commit suicide or do something that is completely abhorrent to him. Still, the Circle Maker can make him fight, run, attack and say things he doesn't want to do. Under this limited possession, the victim's body can perform the same number of attacks, skills and abilities known to the controlling Circle Maker but must remain in the line of sight of the Circle Maker who is dominating him. Meanwhile, the Circle Maker remains seated or standing in the circle, alert and aware, but intensely focused on controlling his living puppet. During this time, he can split his action between himself and his puppet, but each action by both counts as one of the Circle Maker's melee attacks/actions. The mage can leave his puppet at any time with but a thought, returning to his own body or "jumping" from one victim to try to dominate another (roll to save vs circle magic; line of sight).
    • The third use of the circle is to mentally dominate and possess somebody in a more complete way. This time, the Circle Maker places his own body in a trance and seizes control of another person's body (brought to the circle) without regard to the line of sight limit or range of the circle. This ability allows him to travel hundreds of miles away inside the body of another. The Circle Maker sees and feels through the eyes and body of his puppet-like body, but although he controls its every move, he feels detached from it, as if piloting a vehicle. The Circle Maker still retains his own knowledge, skills, and abilities, but the detached feeling makes him -3 on initiative and -10 on skill performance - the memories and skills of the natural owner of the body are not shared, each remains a separate being, only the Circle Maker is presently in control. Maximum range is 1000 miles (1600 km), but distance is not so much the concern as the safety of his real body. The number of days the character can safely abandon his own body is two, after which it begins to suffer the ill effects of dehydration and starvation (1D6 damage per day). The maximum number of days the Circle Maker can possess the body of another is one day per level of experience. The Circle Maker can be forced out of the body if he accidentally travels beyond 1000 miles (1600 km), is teleported to another dimension or engulfed by an antimagic cloud. A successful remove curse or magic or psionic exorcism will also force him out of his victim. The possessed person remembers everything experienced while dominated by the Circle Maker. A long period of domination (5 days or more) or frequent domination (4 times in a matter of a few months) will cause the victim to develop an intense emotional anxiety toward the circle maker, either hating/seeking his destruction (01-50) or becoming fearful and submissive to him (51-00; and -1 to save vs domination and control). In addition, a weak mental link is established in the case of continuing domination, enabling both victim and master to sense if the other dies. The circle of domination/control remains active as long as the victim lives and his hair and nail clippings remain in the circle. Only one individual can be controlled in such a manner per circle, thus the circle is completely oriented to that person. A separate circle must exist for each specific person controlled.
      Range: 40 foot (12.2 m) radius around the circle or a specific person.
      Duration: Varies
      Saving Throw: Standard
      Components: Mystic symbol of force; The circle is created from stretched cat's entrails, the symbols are inscribed in gold. The victim's true name and clippings of his hair and nails are placed in a flask or pouch in the center. Note: A general area affect circle of domination requires no names, but once a name is inscribed the circle has influence over that person only.
      Power Words: Oya Ahote Sequoia
      P.P.E.: 200
      Note: Suicide, or a demand that directly contradicts the character's professed ethics, affords the character with a chance to break the enchantment at +3 to save vs circles. A failed roll means he/she remains under the control of the circle maker and must obey.

      Force



      This circle creates an impenetrable enclosure of force that encompasses the circle's entire radius (or all circles in a power matrix). The force can sustain an infinite amount of damage and prevents stenches. vapors, mists, clouds, call lightning, fire balls, elementals, ghosts, entities, astral travelers, and similar forces from penetrating it and entering the circle. However, psionic attacks, charms, mesmerism and illusion are a quite effective means of attacking those inside the force field. A dispel magic barriers will temporarily negate the circle of force, but the circle is +3 to save against that spell and will reappear within 1D4 melees. The circle can be reactivated at any time by the invocation of the power words and an additional 100 P.P.E. points. If the circle of force has been previously activated for its entire duration it cannot be reactivated for a one hour intNashobal.
      Range: Circle area only.
      Duration: 15 minutes per level of the circle maker.
      Saving Throw: None
      Components: The circle and its symbols can be drawn in any substance. A white dove must be sacrificed while the power words are recited.
      Power Words: Kanti Ahote Kanti
      P.P.E.: 200

      Healing



      The mystic energies created by the healing circle automatically heals anyone within it, including the circle maker. Hit points are restored at a rate of 4D6 per melee round, there is no scarring and there is a 15% chance of removing curses (one chance only). It also adds +10% to save vs coma and it adds +3 to save vs poison, disease and insanity
      Range: Those in the top quarter of the circle area only.
      Duration: Effects are permanent; healing properties of the circle last six melees per level of the circle maker per activation.
      Saving Throw: None
      Components: The circle is drawn in silver and its symbols are drawn with the powdered wings of butterflies.
      Power Words: Nahuel Ahote Ayasha Ahote Wakanda
      P.P.E.: 200 points for the initial creation and 75 P.P.E. per activation.

      Invisibility



      This circle will turn the circle maker and anyone entering the circle invisible as long as they remain in the circle. Once they leave, they will remain invisible for 10 minutes per level of the circle maker. This is an enchantment placed upon any who enter the circle and as such, the circle cannot be sealed and the invisibility cannot be cancelled at will. The invisible person will remain so until the enchantment wears off. The circle maker (only), when standing in the bottom quarter of the circle, can also see the invisible inside and outside the circle.
      Range: The people and objects within the circle.
      Duration: Indefinitely while in the circle, 10 minutes per level of the circle maker once the character(s) leaves the confines of the circle. Same as the Invisibility Simple spell.
      Saving Throw: Standard
      Components: The circle is drawn with the powdered bones of toads and the symbols are made in clear wax. The complete and unbroken skeleton of a toad must also be placed within the circle's radius but turns invisible once the circle is activated. Only the lines of the circle and symbols remain visible, and only the circle maker can see the skeleton.
      Power Words: Nahuel Ahote Sakari
      P.P.E.: 200
      Note: The circle of invisibility remains constantly active until the toad skeleton is removed.

      Insanity



      This circle attacks the mental endurance of all who enter or pass over it (maximum range of affect is 20 feet/6 m high). The unfortunates who fall victim to this circle must roll once on the random insanity tables for every minute spent within the circle. Only those whose true names are inscribed in the circle are unaffected. The circle is permanently active until it is washed away.
      Range: Circle radius
      Duration: Indefinitely
      Saving Throw: Standard
      Components: The circle is drawn with the mangled bodies of scorpions, the symbols in paint or ink (any type or color). Two live scorpions are tied to a post in the circle's center and kept magically alive indefinitely.
      Power Word: Orenda Ahote Sequoia
      P.P.E.: 300

      Knowledge



      The circle of knowledge instills a temporary aura around the circle maker and/or anyone allowed in the circle. Burning the tongue of an owl will provide the following enchanted abilities: +10% on all the Circle Maker's skills, plus literacy in any spoken language known by the character without magic, plus can understand and speak all languages while in the circle. The burning of a goblin's tongue provides the knowledge and abilities of a sixth level thief (all O.C.C. and rogue skills only; do not select other and secondary skills)! The burning of a wolfen's tongue provides the knowledge and abilities of a sixth level ranger (all O.C.C. and wilderness skills only; do not select other and secondary skills)! The burning of a wizard's tongue instills the knowledge of that wizard at sixth level proficiency (G.M., decide what spells are known in addition to basic O.C.C. skills). Remember, this knowledge is not permanent and fades quickly after leaving the circle. Furthermore, a Circle Maker won't lower himself to learn any casting spells. The burning of a dragon's tongue provides the ability and knowledge to understand, speak, read, and write all languages, holistic medicine and know all lores at 10th level proficiency, +20% on all the Circle Maker's own skills.
      Range: Circle radius.
      Duration: Abilities last indefinitely while the Circle Maker and/or others allowed in the circle remain in the circle, but lasts 10 minutes per level of the circle maker upon leaving the circle. The circle remains active indefinitely and its magic is called upon every time one of the listed tongues is burnt and 50 P.P.E. is expended.
      Saving Throw: None
      Components: The circle is painted in yellow, the symbols in blue with ink or paint. A small brazier sits in the middle with hot coals to burn the tongue. It is the burning of the tongues and the invocation of the power words that activates the magic of the circle.
      Power words: Sequoia Ahote Hakan Wakanda
      P.P.E.: 250 to initially create and 50 P.P.E. each time a tongue is burnt for knowledge.

      Pain



      Only those whose true names are inscribed in the circle are affected by a circle of pain. The circle maker first draws the circle and then fashions a straw or cloth doll (human shape) symbolizing the victim. The hair or nail clippings or a personal article of the intended victim must be tied to the doll. Pins, needles, or nails are then driven through the effigy while the power words are chanted. The victim will receive sharp, stabbing pains corresponding to where the pins are driven into the doll. This circle is devised to inflict pain and suffering, not death (although it can kill). Consequently, only 1D4 points of actual damage is inflicted per melee, but the pain is as if the damage was five times greater. The victim automatically gets to roll to save vs circle magic each melee round. If a successful save is made, there is only a slight twinge of pain and no damage is done.
      Range: Special
      Duration: As long as the victim remains in the circle and the Circle Maker desires to inflict pain. Upon being released from the circle, the mage can continue to inflict pain through the doll effigy for five minutes per level of experience.
      Saving Throw: Standard
      Components: The circle is drawn with the bodies of mangled spiders, the symbols are painted in black.
      Power Words: Maska Ahote Tarm-kin-toe
      P.P.E.: 200

      Passion



      This circle functions in a similar fashion to the circle of pain. It only affects the person whose true name is inscribed in the circle. A small human effigy is made of straw or cloth on which the hair or nail clippings or personal item of the intended victim is attached. The doll is then sprinkled with powdered mistletoe and suspended above a small flame. The circle maker concentrates on the type of passion he hopes to instill in the victim (love, lust, hate, jealousy, anger, etc.), all the while chanting the power words.
      Maximum range: 100 miles (160 km) per level of experience.
      Duration: Indefinitely as long as inside the circle, or for periods of 10 minutes per level of the circle maker on victims outside the circle.
      Saving Throw: Standard. Those who fail to save will suddenly be engulfed by an irrepressible emotion and are likely to take immediate action in response to it.
      Components: The circle is created with lotus petals, the symbols are painted in blue ink or paint. A small fire and the prepared doll are placed in the center. A goat is sacrificed at the very beginning of the chanting
      Power words: Oya Ahote Nahuel-Enola Ahote Sequoia
      P.P.E.: 200
      Note: The Circle Maker has no idea how his victim will react or what he or she is doing, he only inflicts them with the emotions for 10 minutes per level of his experience

      Power



      This circle confers great primal magic power to the people within it. It taps into and focuses magic energy upon the circle area, endowing those within it with unlimited power. The circle area seems to glow and undulate with light and color as if it were a cosmic prism, as the rush of energy envelops the circle's occupants.
      The Power: Occupants are +5 on all saving throws, natural spell casters get +2 to spell strength (in addition to any other bonuses; spell magic only), bio-regeneration (1D6 points per melee round), and enables them to create/cast the following spells (doing 1D6 points per level of the circle maker): ball of flame, resist fire, wall of fire, and call lightning. As long as the characters stay in the circle, they cast two spells per melee round (the circle provides the P.P.E.). Upon leaving the circle, only one spell can be cast per melee round for a total of one minute per level of the Circle Maker. The circle maker can also cast those spells plus charm, charismatic aura, weightlessness, mesmerism, animate/control dead (1D6 dead per level of experience), turn dead (2D6 per level of experience), repel animals (1D6 animals per level of experience), tongues, eyes of Thoth, size of the Behemoth, and metamorphosis (self; all). All spells are equivalents to the spell magic of the same title and last the normal duration as per level of the Circle Maker's experience. As long as the Circle Maker remains in the power circle he can cast two spells per melee round (the circle provides the P.P.E.). Upon leaving the circle, he can still cast two spells per melee round, but the power disappears after one minute per level of his experience.
      Range: Empowers those inside the circle with spell casting abilities; range as per magic spell.
      Duration: Indefinitely while the character(s) remains in the circle. Upon leaving the circle, the spell casting abilities remain for one minute per level of the circle maker.
      Saving Throw: Standard
      Components: The circle maker must create the circle while wearing a helm fashioned from the skull of a cockatrice or kukulcan (dragons). The dragon helm must be inscribed with the symbol of force. The circle and symbols must be drawn using a bone from an elf, but can be made in any substance.
      Power words: Hakan Ahote Nahuel
      P.P.E.: 400 to create and empower for the first time. 100 P.P.E. every time it is used to empower oneself and/or others, thereafter. Only the circle maker and those standing in the quarter of the circle with the symbol of directed power can be instilled with power. The bigger the circle the more people who can be empowered per expenditure of 100 P.P.E. points (typically 2-5 plus the Circle Maker).

      Power Leech



      The power leech drains all mystic energies within its radius of influence. Magic spells (including elemental magic), wards, and other circles are all reduced to half their normal strength, power, and duration. Even the powers and abilities granted to witches and clerics are reduced by half. Thus, a wizard or priest who is 6th level experience will cast spells and perform special magical abilities as if he were only third level! The power leech also absorbs all energy that is directed at it. For example, a lightning bolt or fire ball shot at the circle will be completely absorbed, doing no damage to the circle or its occupants!
      Range: 30 foot (9 m) radius per level of the circle maker.
      Duration: The circle is active and in effect only as long as it is occupied by somebody who knows how to use and direct its magic.
      Saving Throw: -2 to save vs circle magic
      Components: The mystic symbol of directed power must be inscribed in the circle while a helm fashioned from the skull of a cockatrice or kukulcan is inscribed with the symbol of force. The symbols are painted in brown. The circle is created from the soft mangled bodies of leeches, a light (candle, lantern, fire, etc.) is placed in the center and two live leeches are applied to each arm of the circle maker. Should a leech drop off (a rarity unless it has fed for over an hour; 1 - 30% chance of dropping off after each hour of feeding on the circle maker's blood), the circle's magic is instantly cancelled and cannot be reactivated for 24 hours.
      If a leech is physically torn off, there is an implosion that inflicts 2D4x10 points of damage to everybody inside the circle and 1D4x10 to those within the circle's radius of affect. Only the Circle Maker is unharmed by the bombardment of magic forces. The circle cannot be reactivated for 24 hours. The power leech circle can be reactivated at any time, except under the condition indicated above, as long as the dragon helm is worn and the power words invoked.
      Power words: Kanti Ahote Sequoia
      P.P.E.: 300
      Note: Dragons, faerie folk, and other creatures of magic as well as supernatural beings, are also affected in the same way, but if placed (forced) inside the circle, the creature's S.D.C., hit points, bonuses, and combat abilities are also reduced by half!

      Power Matrix



      A power matrix is the only means of linking of 2, 3 or 4 circles and enabling the circle maker/user to draw upon the powers and abilities of each without physically stepping out of one and into the other. As long as each circle is composed of the correct components and appropriate power words for each have been invoked, the circle maker can manipulate them all while standing in the power matrix core circle. It can be reactivated at any time by invoking the power words and expending 100 P.P.E. points.
      Range: Special
      Duration: The magic is active only as long as it is occupied by somebody who knows how to use its magic.
      Saving Throw: None
      Components: Mystic symbol of unbridled power is the linking symbol and focus of the power matrix, with the symbols of dimensions, forces, unbridled power, knowledge, mystic knowledge, and magic/infinity inscribed in each point of the star-shaped symbol. All symbols must be drawn in real gold. The dragon helm must also be worn and the circle maker must paint the eleven power words of forces on his skin (painted in any substance).
      Power words: Nahuel Ahote Orenda Ahote Orenda Ahote Kanti Ahote Yansa
      P.P.E.: 500 to initially create and use; 100 P.P.E. to reactivate the connecting power and energize all connecting circles. Note: DestroAhote g any one connecting circle only eliminates that circle from the matrix, at least until it can be recreated. DestroAhote g the power matrix disconnects the other circles, but they can still be used individually.

      Example of how 4 circles are combined using the Matrix

      Teleport



      This circle will teleport its occupants to any location within its range. The destination is inscribed in chalk, the power words invoked and the wings of a faerie burnt (takes one melee round/15 seconds) — and poof, everyone in the circle is teleported to the place written in chalk. A new location can be indicated by rubbing out the old destination and writing the new one. This is also one of the few circles that can be used by someone who did not create the circle and does not require additional P.P.E. to evoke its magic, only the burning of faerie wings. The usual hazards and conditions of teleportation apply (see spell magic teleportation), but add +10% to the success ratio. Absolutely flawless teleportation can be established by teleporting from one teleport circle to another; both usually created by the same mage. In this case, the location of the other circle is written in silver or gold and accompanied by a tiny drawing of a teleport circle inscribed in the bottom quarter of the full sized one.
      Range: Circle area/distance of 1800 miles.
      Duration: Instant transportation.
      Saving Throw: None
      Components: The symbols and circle can be drawn in any substance. Only burning a pair of faerie wings will activate the teleportation magic of the circle.
      Power words: Nahuel Ahote Yansa Ahote Sakari
      P.P.E.: 300 to initially create.

      Wonder



      The circle of wonder is an extremely powerful circle with incredible healing properties.
      The Powers: Remove curse 93%, healing (restores 2D6 hit points or S.D.C. per melee round, per person), exorcism 96% (and takes only 30 seconds!), resurrection 89% (and takes only 60 seconds), furthermore those in the circle are +8 to save vs poison, disease, insanity, curses, fear (all types), and horror factor. The magic affects all the occupants of the circle. In addition, animated dead, mummies, zombies, golems, scarecrows, entities, and lesser demons and devils cannot come within 30 feet (9 m) of the circle (-3 to save). The circle maker (only) can extend a limited portion of the circle's healing and protective properties to cover a 60 foot (18.3 m) radius beyond the circle with the following effects (benefits can be limited to good or evil, or all alignments): healing (1D6 hit points restored per melee round; +2 to save vs poison, disease, insanity, curses, fear (all types), horror factor and possession.
      Range: Special
      Duration: The magic remains in effect the entire time that the unicorn horn burns.
      Saving Throw: Standard
      Components: The circle and symbols can be drawn in any substance, but the complete horn of a unicorn must be saturated in a flammable oil and set on fire and allowed to burn completely. A typical horn will burn for 6D6 minutes.
      Power words: Ayasha Ahote Nahuel Ahote Wakanda
      P.P.E.: 300
      Note: Those inside a circle of wonder are also protected from the power circles: all seeing, death and passion, plus all summoning circles.

      Power Circles of Legend

      The Circle of Alignment Change



      Instantly changes the alignment of anyone in the circle to the exact polar opposite. Principled becomes Diabolic, Aberrent becomes Unprinciples etc.
      Range: Circle radius
      Duration: Effects are instant
      Saving Throw: None
      Components: The circle is drawn in gold and its symbols are drawn with the pasted bodies of caterpillars.
      Power words: Talasi Ahote Lo-Kun Ahote Orenda
      P.P.E.: 800

      The Circle of Curing Contagion



      The mystic energies created by this circle automatically cures anyone within it, including the circle maker. It will cure anyone from any disease, Hit points are restored at a rate of 4D6 per melee round, there is no scarring and there is a 15% chance of removing curses (one chance only). It also adds +20% to save vs coma and it adds +5 to save vs poison, disease and insanity
      Range: Those in the circle.
      Duration: Effects are permanent.
      Saving Throw: None
      Components: The circle is drawn in platinum and its symbols are drawn with the powdered wings of butterflies.
      Power Words: Nahuel Ahote Wakanda Ayasha Ahote Wakanda Talasi
      P.P.E.: 200 points for the initial creation and 75 P.P.E. per activation.

      Circle of Grand Transformation



      Deceived by Nokomis (Betrayal) and Al-vil (Envy), Orenda is said to have fallen victim to some dark magic of his own design and vanished. Whether he lives in another dimension, was destroyed, or really was transformed into Thoth, is a mystery that is likely to never be revealed. It was Orenda's disappearance that weakened the Old Ones and sparked the rebellion that would eventually see them defeated. The Ancient Chronicles reports the following:
      "And so that it was the treachery woven by Betrayal and Envy gave light its chance to shine. For when Orenda, the Greatest of the Evil Ones, was made to fall victim to magic of his own making and vanish from this world, the darkness did tremble. In the absence of the Great Old One, the forces of chaos warred amongst itself. So it was that the first sparks of light found hope in the darkness and grew to a blaze that surprised the retreating void. Thus, Light was born and rose up to smite the rumbling darkness. But the black of evil was strong. The battle twixt light and dark would rage for an eon. A multitude would perish, and many a time did the darkness seem about to smother the light. So it was, during one such time that he, known as Thoth, did appear to work his magic and force the darkness to retreat before him. The respite created by Thoth gave the light time to restore its fire and bring others such as Osiris, Isis, Set and the others of their family to join the fray and hold the darkness at bay. From the shadows born from the clash of light and dark, did the three heroes, Lokum, Hakan and Sequoia, work their magic and put the evil to rest. And so, as the Old Ones slumbered, the New Ones took their place and brought a new order to the world. The three heroes would rise to shine as gods. Thoth would be embraced by the denizens of Taut and given the honored position as god of wisdom and knowledge. The Age of Chaos broken, the New Age was born."
      Created by the Great Orenda the Old one as a toy to explore the lesser beings this circle tranforms the Circle maker into something other then what he is. However this circle is flawed due to the corruption and sabotage by other Old ones. The Circle not only changes a being into another being, it does so on all levels. It wipes out all former knowledge of self. The Circle however has it's limitations in that it cannot eliminate inherent power or knowledge completely. In the case of Orenda, the most powerful of the old ones, he was transformed into the God Thoth, arguably the most powerful of the gods. His basic knowledge while lessoned was left intact and he became the God of Wisdom and Knowledge.
      Range: Circle radius
      Duration: Effects are instant and permanent; All components are destroyed with the triggering of this circle.
      Saving Throw: None
      Components: Each individual circle must be constructed from components as outlined in thier description. In addition the outer conjoining circles must be drawn in a mixture of Diamond Powder, the Circle Makers blood, and powdered Platinum.
      Power words: Each individual circle must be activated with the Power Words as outlined in thier description Plus the following words of Power.
        Nahuel Ahote Nahuel Talasi Enola Wakanda Lo-Kun Ahote Orenda Kanti Nokomis

      P.P.E.: Each Circle costs as outlined in thier description plus 1000 to activate the overall construction.
      Note: It will take the Circle Maker 24 hours to lay out and draw this circle construction. This circle is unique and should not be given out to players. It is presented here as an example of what can be done with the Power Matrix. It is my belief that the Circle that changed the great old one Orenda into the God Thoth might have looked much like this.

      The Circle of Youth



      This incredible circle will rejuvenate anyone within its mystic radius, reducing age by half and regressing any disease or physical deterioration by half. The person retains all of his/her knowledge, abilities and experience; only the physical body is changed. Theoretically, the circle should be able to turn a person into a child or an infant if used repeatedly, but it can't revert any creature beyond the pre-teens years (age 13 for humans).
      Range: Radius of the circle.
      Duration: Permanent effects.
      Saving Throw: Standard if resisted.
      Components: The circle must be drawn in the powder of crushed emeralds. The symbols are created in white paint.
      Power Words: Orenda-Ahote -Wakanda -Ahote -Acbs-Ahote -Lokum.
      P.P.E.: 1000
      Note: A new circle must be made for each invocation; the same circle cannot be reactivated after its initial use, and only one person can be affected at a time.

      The Circle of Soul Transference



      This circle enables the Circle Maker to transfer his life essence into any object or another living creature! This is not possession, but an actual transference/switch of the two minds and life essences. If the transfer is into another person or animal, that person or creature must be at the top of the circle. The life essence of that person will be sucked into the body of the circle maker and the circle maker transferred into the new body. If the circle maker's body is destroyed after the transference, he is locked into the new body. Of course, he can transfer into a different body at a later date via the same circle. If transferred into an inanimate object, the soul is forever trapped without any means of returning to its original body (which will die in 1D4 hours). However, transferring into a finely cut diamond worth no less than 50,000 gold, will provide a double transfer. The circle maker can transfer his/her life essence into the diamond where it will remain until some unsuspecting person picks up the gem and suddenly has his essence wrenched out of his body and sucked into the gem, while the circle maker's essence is transferred into the new body; standard saving throw vs circle magic/ritual. The circle maker will remain in limbo while inside the diamond until someone fails his saving throw. The time spent in limbo is undiscernible and seems like a fraction of the real time. Typically, only an evil Circle Maker will use this circle, especially the gem ploy. At any rate, the original body is almost always forsaken.
      Range: Radius of the circle.
      Duration: See Description
      Saving Throw: Standard if resisted.
      Components: The circle is drawn in the color green and the symbols are drawn with holy water. The wings of a butterfly must be crumbled into a small pot of water and brought to a slow boil.
      Power words: Orenda-Lokum-Yim
      P.P.E.: 1000

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