Potestas: a D&D3E supplement

Spells

Magic Circle

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.


maintained by Gary Johnson (gwzjohnson at optusnet.com.au)
last updated 18 March 2005