Abjuration [Arcane]
Casting Time: 1 round
Range: Touch
Area: 10-ft radius emanation from centre of circle
Duration: 10 minutes/Power point (see below)
Saving Throw: Will negates (harmless)
Spell Resistance: No (see text)
Minimum Power Points: 5
To cast this spell, the caster draws an arcane circle on the ground. When
the circle is complete, the caster chooses whether the circle
is focussed outward or inward.
When focussed outward, all creatures within the circle gain the effects
of a ward spell against all arcane creatures,
and no creatures summoned using arcane magic can enter the area either. You
must overcome a creature's spell resistance in order to keep it at bay.
When focused inward, the circle binds a called creature (such as those
called by the bind arcane spell) for a
maximum of 24 hours per Power point, provided that the magic circle
has already been cast before you cast the spell that calls the creature. The
creature cannot cross the circle's boundaries. If a creature too large
to fit into the circle's area is the subject of the spell, the spell does not
function.
A magic circle leaves much to be desired as a trap. If the drawn circle
is broken, the effect immediately ends. The trapped creature can do nothing
that disturbs the circle, directly or indirectly, but other creatures
can. If the called creature has spell resistance, it can test the trap once
a day. If you fail to overcome its spell resistance, the creature breaks free,
destroying the circle. A creature capable of entering the World of
Spirits by any means (blink, etherealness, teleport,
and similar abilities) can simply leave the circle through that means.
You can prevent the creature's extradimensional escape by casting a spirit
anchor spell on it, but you must cast the spell before the creature
acts. If you are successful, the anchor effect lasts as long as the
magic circle does. The creature cannot reach across the magic circle,
but its ranged attacks (ranged weapons, spells, magical abilities, and the like)
can. The creature can attack any target it can reach with its ranged attacks
except for the circle itself.
You can add a special diagram (a two-dimensional bounded figure with no gaps
along its circumference, augmented with various magical sigils) to make the
magic circle more secure. Drawing the diagram by hand takes 10 minutes
and requires a DC 20 Knowledge (Arcane Lore) check. You do not know the result
of this check. If the check fails, the diagram is ineffective. You can take
10 when drawing the diagram if you are under no particular time pressure to
complete the task. This task also takes 10 full minutes. If time is no factor
at all, and you devote 3 hours and 20 minutes to the task, you can take 20.
A successful diagram allows you to cast a spirit
anchor spell on the magic circle during the round before casting
any calling spell. The anchor holds any called creatures in the magic
circle for 24 hours per caster level. A creature cannot use its spell resistance
against a magic circle prepared with a diagram, and none of its abilities
or attacks can cross the diagram. If the creature tries a Charisma check to
break free of the trap (see the bind arcane
spell), the DC increases by 5. The creature is immediately released if anything
disturbs the diagram. However, the creature itself cannot disturb the diagram
either directly or indirectly, as noted above.
Restriction: as an arcane spell, only arcane spellcasters can
learn and cast this spell.
Heightened: Each additional Power point increases the duration
by 10 minutes and makes it more likely that spell resistance of summoned creatures
will not overcome the protect from arcane effect. In addition, each
additional 4 Power points increases the luck and resistance bonuses by +1.