Circles of Protection

Requirements, Effects, & Notes Regarding Protection Circles

  • Basic Protection: All circles of protection prevent harm from be falling the occupants within the circle by preventing something or some force from entering its protective confines, and by providing bonuses for the characters in the circle to save vs horror factor and magic and psionic attacks directed at them from outside the circle. Beings which the circle protects against are magically held at bay and cannot enter the circle unless they make a successful saving throw (16 or higher). However, they can attack from a distance outside the perimeter of the circle with range weapons: bows and arrows, thrown spears, rocks, etc. Those in the circle must try to parry and dodge such attacks. A foe may also attack from a distance beyond the circle with magic or psionics. Everybody inside the circle gets huge bonuses to save vs such attacks. Note: Each protection circle is usually very specific to the type of races, monster, force or alignment that it protects against. Characters and forces that the circle are not designed to stop can walk into a magic circle without difficulty.
  • Further Circle Protection: The beings held outside a magic circle may also try to save vs circle magic (base save is 16, sometimes higher; see saving throws). A successful save to beat the circle's magic temporarily enables the creature to enter its protective confines. However, be cause the circle is designed to protect people from that particular being, it is bombarded by magic forces the moment it steps into the circle. Damage & Penalties suffered are automatic; the intruder does not get another saving throw. Reduce speed, all melee attacks, combat bonuses and skill performance by half! Any magic, psionic and bio-regenerative powers the intruder may have will not work inside the circle! Plus the intruder suffers 4D6 damage (start with S.D.C.) every melee round that he remains inside the circle. This is in addition to any damage the occupant's of the circle may inflict! Leaning into the circle to attack, while actually standing just outside the circle, will have the same effects as above because the attacker is leaning part of his body into the circumference of the magic circle. Poking, jabbing or swiping at people inside a circle with a weapon, while standing just outside the circle, will inflict 2D6 damage to the attacker and he is -2 to strike, parry or dodge. In both cases, the attacker must make a successful save vs circle magic or he cannot penetrate the circle's protective barrier. Note: The magic spells, negate magic and dispel magic barriers do not apply to magic circles of any kind.
  • 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 protection 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: The circle maker and/or other occupants of the circle are free to use long-range weapons, throw things, or cast magic or psionics from inside the circle at those outside it without penalty.
  • Time Requirements: It typically takes 15 to 20 minutes to create and activate a protection circle, unless otherwise noted.
  • Size: The circle can be made as large or small as desired, provided the circle maker has enough components to create it.
  • Range: All protection circles only protect those within its radius. Most lesser beings and animals will not come within 10 feet (3 m) of an activated circle.
  • Duration: 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's "sealed." To use an active circle of any kind, the user must know the power words and pump in five P.P.E. points. These simple requirements mean 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. The desire to use the circle is enough to focus and allow the release of the P.P.E.
  • Components: Each description will indicate what the circle must be drawn with (in many cases, any substance is acceptable) and any other components necessary. Metals needed to draw the circle can be melted and used as a liquid or ground into powder/dust and sprinkled or com bined with a binding agent (same as the circle maker). 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 40 P.P.E. points into it will reactive the circle. Removing the components and washing or scraping away 50% or more of the circle patten will destroy it.
  • P.P.E. & Circle Activation: Unless otherwise noted, a protection circle costs 70 P.P.E. to create. 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."
  • Sealed Circles: A Circle Maker can "seal" his circle by placing a few drops of his own blood in a small circle at the lower right end of the "X" symbol (see diagram). A sealed circle prevents others from entering and using the circle. Only the circle maker and those he specifically allows as having access to his circle can enter it without necessity of a saving throw. An invisible magic barrier prevents all others from entering. Those who successfully save vs circle magic can also enter the sealed circle but suffer the usual damage and penalties whether the circle maker is present or not. The circle maker can list the specific people who can enter and use his circle by inscribing their true name, or by using a drop of their blood. Or the mage can limit the availability of the circle to a broader range of beings by indicating with a magic symbol that it can be used by those of good or evil alignment, demons, witches, etc. In either case, the circle must be sealed with the mage's own blood. Protection circles are seldom sealed (about 20%). Using more than one circle simultaneously is impossible unless they are connected with the power matrix (see circles of power).
  • 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.

Protection Circle: Simple



This is the simplest of all magic circles. Characters inside the circle are +1 on all saving throws. This circle does not hold any creatures or magic forces at bay; anybody can enter it without penalty.
Components: Drawn in white chalk or white or clear wax.
Power Words: Acba yin Lo-kum
P.P.E.: 35
Note: Takes five minutes to draw with chalk.

Protection Circle: Superior



This is the sealed, superior version of the basic magic protection circle. Characters inside the circle are +3 on all saving throws and animated dead cannot enter it. Only those who the circle maker invites in can enter the "sealed" circle without the necessity of a saving throw.
Components: Drawn in quartz crystals or silver and sealed with the circle maker's own blood.
Power Words: Acba yin Lo-kum yin Kym-Nark-Mar
P.P.E.: 70

Protection from Angels



Angels, Spirits of Light, wing tips and ki-lin cannot enter the magic circle and can't even come within 10 feet (3 m) of it. Characters within the circle are +6 to save against any magic or psionic attacks leveled against them by these beings.
Components: Drawn with any substance, but must include a lump of salt, dish of water, burning candle and an empty, sealed jar.
Power Words: Erva yin Tao-bo
P.P.E.: 90

Protection from Devils



All supernatural creatures known to be members of the Devil pantheon/family (beings from the plane of Hel), as well as the Dar'ota, and Malignous cannot enter the magic circle. Lesser Devils cannot even come within 10 feet (3 m) of it, but greater beings, including the Dar'ota and Malignous, can step right up to the outer edge of the circle and even attempt to enter the circle! Characters within the circle are +5 to save against any magic or psionic attacks leveled at them by devils.
Components: Drawn with holy water or the blood of a priest of light.
Power Words: Acba yin keron
P.P.E.: 70

Protection from Demons



All supernatural creatures known to be members of the Demon pantheon/family or living in the planes of Hades, including gargoyles, gurgoyles, gargoylites and dimensional ghouls, cannot enter the magic circle. Lesser demons cannot even come within 10 feet (3 m) of it, but greater beings can step right up to the outer edge of the circle and even attempt to enter it! Characters within the protective circle are +5 to save against any magic or psionic attacks leveled at them by demons.
Components: Drawn with holy water or the blood of a priest of light.
Power Words: Acba yin Pein
P.P.E.: 70

Protection from Dragons



All creatures known to be members of the Dragon race, cannot enter the magic circle. Young Dragons cannot even come within 10 feet (3 m) of it, but Older Dragons can step right up to the outer edge of the circle and even attempt to enter it! Characters within the protective circle are +5 to save against any magic or psionic or breath attacks leveled at them by dragons.
Components: Drawn in the blood of a dragon.
Power Words: Acba yin Kym-nark-mar
P.P.E.: 70

Protection from True Elementals



All supernatural creatures known to be elementals cannot enter the magic circle. Lesser elementals cannot even come within 10 feet (3 m) of it, but greater elementals can step right up to the outer edge of the circle and even attempt to enter it! Characters within the circle are +3 to save vs elemental magic or psionic attacks leveled at them by elemental beings.
Components: The circle can be drawn with any substance, but must include a dish of water with a piece of platinum, a pearl, dish of salt, lit candle, ruby, and a diamond (symbols of the five elements).
Power Words: Acba Tharsis-mycn yin Ariel-Rapere-kyn yin Seraph mytyn yin Cherubot-kyn
P.P.E.: 100
Note: Creatures of Light, also known as angels, are elemental in nature, but aren't true elementals. Consequently, they are +4 to save against the magic of this circle, and if they save, they can enter the circle without the normal penalties and damage that applies to those held at bay by circle magic.

Protection from Elemental Forces



This incredible circle protects those inside from the elemental forces of nature as well as those created by magic (summon storm, wind rush, Elementalist spells, etc.). Characters within the circle are +3 to save vs all elemental magic, and those who fail to save suffer half damage and the magical duration and effects are half as potent. The brunt of natural forces is also halved; this means the wind, extreme temperatures, a pounding rain, etc., will be half as severe inside the circle. Furthermore, those inside have no fear of being struck by lightning, hail, falling or uprooted trees, flash floods, mud slides, avalanches or earthquakes.
Components: Platinum, Emeralds, onyx, topaz, and sapphire are the key components, but the circle can be drawn in any substance.
Power Words: Acba Lo-kum yin Tao-bo
P.P.E.: 120

Protection from Evil



This circle is broadly encompassing and prevents any creatures of an evil alignment, human or non-human, from entering the circle. It does not include animals, even predators hunting for food like a lion or tiger. Evil beings cannot enter the circle unless they save vs circle magic (+2 to save if 7th level or higher). Characters within the circle are +3 to save vs magic or psionic attacks leveled at them by evil beings. The saving throw is low because of the broad spectrum of this circle.
Components: Drawn with any substance, with the component requirement of a lit candle made of pure wax or a clear glass jar or vial filled with water.
Power Words: Acba yin Ya-blik
P.P.E.: 70
Note: Takes about 5-10 minutes to create.

Protection from Faerie Folk



All creatures of magic known to be members of the Faerie race (collectively known as Faerie Folk) cannot enter the magic circle. This includes the goblin, leprechaun, puck, spriggan, nymph, kinnie ger, and kelpie, among others! Characters within the circle are +4 to save against any magic or psionic attacks leveled at them by faerie folk.
Components: Drawn with salt. A cross or horseshoe with a red ribbon tied around it is placed in the center.
Power Word: Ya-blik
P.P.E.: 70

Protection from Ghosts, Spirits & Entities



No ghost, spirit or entity can enter the magic circle. This includes all entities, nymphs, Will-o-the-Wisps, ghosts, astral beings, energy beings and the fragmented essences of supernatural intelligences! Characters within the circle are +4 to save against any magic or psionic attacks leveled at them by such beings.
Components: Circle drawn in a green color and burning incense with a sweet aroma.
Power words: Erva yin acba yin agu
P.P.E.: 70

Protection from Good



This circle prevents any creatures of a good alignment, human or non-human, from entering it. The circle does not include animals. Good beings cannot enter the circle unless they save vs circle magic (+2 to save if 7th level or higher). Characters within the circle are +3 to save vs magic or psionic attacks leveled at them by good beings. The saving throw is low because of the broad spectrum of protection offered by this circle.
Components: Drawn with any substance, with the component requirement of a lit candle made of pure wax or a clear glass jar or vial filled with water.
Power Words: Acba Tao-bo
P.P.E.: 70
Note: Takes about 5-10 minutes to create.

Protection from the Jinn



The Jinn cannot enter the magic circle. Characters within the circle are +6 to save against any magic or psionic attacks leveled against them by these beings.
Components: A dish or water with a pearl, dish of salt, ruby diamond, and a lit oil lantern. The circle can be drawn in any substance.
Power words: Pein yin Erva yin Ya-ahk-met
P.P.E.: 90

Protection from Magic (simple)



Those within the circle are +2 to save against all magic attacks from spells, elemental magic, witchcraft, necromancy, circles, wards, and rituals. Only +1 to save vs magic from a god, demon lord or alien intelligence.
Components: Can be drawn with any substance.
Power words: Kym-nark-mar yin acba
P.P.E.: 50

Protection from Magic (superior)



Those within the circle are +6 to save against all magic attacks from spells, elemental magic, witchcraft, necromancy, circles, wards, and rituals. Only +3 to save vs magic from a god, demon lord or alien intelligence.
Components: Drawn in gold and must be sealed with the blood of the circle maker.
Power words: Acba yin kym-nark-mar yin acba
P.P.E.: 100

Protection from the Old Ones



Old Ones and alien intelligences (in any form) cannot enter the circle. Characters within the magic circle are +5 to save vs horror factor, insanity, possession, and psionic and magic attacks by these creatures.
Components: Must be drawn with holy water or blessed ink using the quill of an angel's feather as the tool to draw and inscribe it, and it must be sealed with the blood of the circle maker.
Power words: Agu yin Tao-bo yin Kym-nark-mar
P.P.E.: 120

Protection from the Undead



Vampires (all types and in any form), zombies, mummies, maxpary shamblers, yema, dybbuk possessed corpses, and all other types of undead cannot enter the circle. Furthermore, characters within the protective circle are +5 to save vs any magic or psionic attacks leveled at them by these creatures, plus they are impervious to the mind control/calling of the vampire, and +5 to save vs horror factor.
Components: A silver cross and a clove of garlic. The circle can be drawn in any substance (holy water, ground or powdered garlic, sawdust and silver are most commonly used to make the circle).
Power words: Pein yin Erva
P.P.E.: 70

Protection from Witches



Witches and their familiars cannot enter the circle. Characters within the circle are +6 to save vs magic or psionic attacks cast by the witch and the familiar, and +1 to save against attacks by any other demonic minions at the witchs disposal.
Components: The circle must be made of salt and three iron nails are driven into the circle's center.
Power words: Acba Keron yin Pein
P.P.E.: 70

Protection from Were-beasts



Were-beasts cannot enter the circle. Characters within the circle are +5 to save vs horror factor and any magic or psionic attacks leveled against them by these creatures.
Components: The circle is drawn with silver and sprinkled with holy water.
Power words: Acba yin Lie talon yin Erva
P.P.E.: 70

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