Lucifuge (Human Circle Master)

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Lucifuge (Human Circle Master)

Postby Lucifuge » Wed Dec 11, 2019 1:43 pm

Player Name: Ryan
YIM Handle: ryanlee72@gmail.com

Important Note: Anything highlighted in orange is purchased/boosted/altered via EP

Character True Name : Xarcian F'azulag
Character Name/Alias: Lucifuge (He Who Flees the Light)
Race: Human
O.C.C.: Circle Master
Alignment: Aberrant
XP Level: 4
XP Points: 9,201
Next Level @ XP:17,001
Racial Hostilities: They all bleed the same to him, but he is especially wary of Minotaurs (due to their status as favored of the Old Ones).
Sentiments/Western Empire: Pity they cannot control the corruption in their souls. Still, they have much in the way of resources and knowledge to be gained.
Sentiments/Dominion of Man: Man has risen to, and rightfully claimed, his position of dominion. If he is not careful, he will lose it.
Religious Affiliation: Lucifuge is an active worshipper of Aco.
Disposition: Lucifuge is precise in his speech and does not mince words. He tends to keep to himself and reveals little without reason. When he puts forth the effort, though, he can be quite pleasant and surprisingly persuasive. Alternately, on many occasions, Lucifuge has cowed men (and more) with a withering glare that bored into their very souls.
Insanity: None

ATTRIBUTES
I.Q.: 24
M.E.: 34
M.A.: 20
P.S.: 20
P.P.: 18
P.E.: 28
P.B.: 10
Speed: 24

PHYSICAL DATA
P.P.E.: 218
H.P.: 16
S.D.C.: 67
Age: 28
Sex: Male
Height: 6 feet
Weight: 200 pounds
Description: Though he doesn't really look the part, under his robes, Lucifuge is a surprisingly muscular man. He has a beard, shoulder-length black hair, and one violet eye (his right - the other is replaced with the Eye of Od).

Natural Abilities
Perception Bonus: 59%
Charm/Impress: 0%
Invoke Trust/Intimidate: 60%
Max. Encumbrance: 60 pounds
Max. Carrying Weight: 400 pounds
Max. Lifting Weight: 800 pounds
Max. Jumping Ability: 10 feet long, 5 feet high

Special Abilities
Constant Abilities from the Eye:
  • Nightvision: 600' range
  • See Aura
    Range: 100 feet
    Saving Throw: None. Only the psychic powers of Mind Block or Alter Aura will mask the presence of psychic abilities, the level of P.P.E., or possession.
    All things, organic and inorganic, have an aura. The aura has many features and distinctions, and can be used to see or sense things invisible to the eye. Seeing an aura will indicate the following:
    • Estimate the general level of experience. Low ( 1-3), medium
    (4-7), high (8+).
    • The presence of magic (no indication of what, or power level).
    • The presence of psychic abilities. Low (Minor) or high (Major or Master).
    • High or low base P.P.E.
    • The presence of a possessing entity (does not indicate Psychic Possession or mind control).
    • Health: Sick, injured or completely well.
    • The presence of an unusual human aberration which indicates a serious illness or that the character is not human and may be a mutant, D-Bee, or demon, but does not reveal which.
    Note: One can not use this spell to determine another character's alignment.
  • See the Invisible
    Range: 200 feet
    Saving Throw: None.
    The character can see Astral beings, entities, Elementals, ghosts, objects, forces and creatures that can turn invisible or are naturally invisible. Even if the creature has no form per se, the mystic will be able to discern the vaporous image or energy sphere that is the being.
The Eye can also cast the following incantations:
  • The Eye knows only the four spells but can cast them in any combination.
  • The number of spells it can cast per 24 hours is limited by its P.P.E. (60)
  • P.P.E. recovers at a rate of 10 every three hours.
  • Spells are equal in power to a sixth level wizard.
  • The P.P.E. of the Eye cannot be drawn upon by the user or practitioners of magic.
  • Aura of Power
    Range: Self or one other by touch.
    Duration: One minute per level of experience.
    Saving Throw: None.
    P.P.E.: Four
    The target of this spell is surrounded by a glowing, golden aura that makes them seem more experienced and imposing than is real! Effectively makes the character seem three levels higher, 50% stronger than he or she really is and adds 1D4+2 to M.A. Excellent when trying to bluff or look important.
    Note: This power creates the impression of power, but does NOT instill the character with any real increase in power whatsoever! If an opponent calls the bluff, the enchanted character may find himself in serious trouble. Moreover, the psionic power of See Aura sees right through this ruse and reveals the true, general, level of power. The See Aura spell is not as effective, and indicates a fluctuating or middle range between truth and magic.
  • Detect Concealment
    Range: Area affect: 30 feet
    Duration: Instant.
    Saving Throw: None.
    P.P.E.: Six
    A magic invocation that will instantly negate any Concealment spell(s) and reveal any object(s) which may have been mystically concealed. Can be directed at a specific area or individual, or made to affect an entire area 30 feet in diameter.
  • Fear
    Range: 20 feet diameter, up to 100 feet away.
    Duration: One minute (4 melee rounds) per level of experience.
    Saving Throw: Special; Save vs Horror Factor 16
    P.P.E.: Five
    The invocation creates a sensation of fear over a particular area (20 feet maximum area of affect). The spell caster can place the enchantment on an area occupied with people, or an area that is not presently occupied. Anybody entering the area of enchantment must roll to
    save vs Horror Factor 16! A failed roll means the character is suddenly washed with terror and will be momentarily stunned, loses initiative and one melee attack/action, is the last character to attack, and can not defend against an opponent' s first strike each melee the individual is in the area affear. Also see the "Horror Factor" explanation in the combat section of the Rifts® RPG (RUE page 367)
  • Energy Bolt
    Range: 150 feet
    Duration: Instantly.
    Damage: 4D6 S.D.C.
    Saving Throw: Dodge of an 18 or higher.
    P.P.E.: Five
    The incantation creates an energy bolt that the mage can mentally direct by simply looking at his intended target. The bolt may appear to fire from a hand or finger or the eyes, but needs no physical gesture, such as pointing. S.D.C. damage is normally four six-sided dice (4D6), but is increased to 6D6 under the influence of a ley line and 8D6 at a ley line nexus; P.P.E. cost is still only five despite the increased damage capability. One energy bolt can be fired at one target per each spell invocation.
Read Scrolls: Circle Masters cannot learn spell magic, but they can read scrolls

Power Words: Circle Masters know all the power words, but do not know how to create, use or energize wards

Recognize Enchantment: The Circle Master is astute at recognizing the influence of magic, psionics and drugs that charm, hypnotizes, mesmerizes, daze or otherwise causes mind control, including trances, domination, and compulsion. This ability also includes identifying magic sickness, curses, the effects of faerie food and faerie magic, and supernatural or magic possession. Illusions, metamorphosis, and other types of shape-changing do not count as enchantment.
Base Skill: 70% (+5%)

Recognize Magic: The mage has a certain percentage chance to recognize a magic item by shape, inscription, magic symbols or intuitive gut feeling. It is important to understand that while the character may know something has magical properties, he does not know what powers the item may have or how to use them, unless it is written in mystic symbols.
Base Skill: 50% (+5%; +10% if magic symbols are involved)

Mystic Symbology:The Circle Master studies magic symbols and their meanings, particularly as they apply to circle making. They include mystic symbols (not to be confused with ward symbols), swords, arrows, animals, stones, and colors. Mystic symbols are particularly significant as they are key components in the creation of circle magic. See the illustrations of the symbols in the Diabolist section.
Base Skill: 102% (+1%)

Recognize Wards and Runes: The Circle Master's knowledge of circles does not include wards and runes. Runes are little more than unintelligible carvings of a forgotten, archaic language. He is familiar with the history and lore concerning them, the concepts behind them and is familiar enough to recognize a suspected ward or rune when he sees one, but doesn't know enough to read them. Nor can the character tell if a ward is energized or how to create, energize, or use them.
Base Skill: 45% +5%

Deciphering Circles
Whenever a previously unknown magic circle is discovered, a Circle Master will draw a diagram of it in his notebook, paying special attention to components and clues that will hint at the circle's function. By studying the symbols, he is likely to discern the circle's purpose and the components needed, but formulating exactly how it works is much more difficult and dangerous. Once the Circle Master believes he has unravelled the mystery of the circle, he can find out if he is correct only by creating it and invoking the power words he believes are necessary. It is the determination of the power words which is the most difficult pieces of the puzzle in deciphering a circle, because they must be surmised from the circle's purpose, symbols and components.
Each time a player wants to discover if his character has deduced the correct creation/invocation of a circle, he must actually create the circle and attempt to activate it with his power word sequence. Then and only then does the G.M. allow the player to roll percentile dice for a successful deciphering of the circle.
Base Skill: 46% +4%
If the roll is a success, the circle will function exactly as it should.
If the roll is unsuccessful, the character has not deciphered the correct circle invocation and must roll on the following table for likely reactions.
Incorrect circle invocations will react differently each time the character tries to use the circle.

Incorrect Circle Invocation Table
01-10 Small explosion, 3D6 damage to every person in the circle.
11-20 Big explosion, 6D6 damage to a 20 foot radius.
21-25 The Circle Master is drained of all P.P.E. and feels physically drained; -10% on skill performance and -1 on initiative.
26-30 Teleports the Circle Master 50 miles away.
31-35 Temporarily blinds the Circle Master for 3D6x10 minutes.
36-40 Suffers from a terrible hallucination that lasts for 6D6 minutes.
45-50 Summons a gargoyle, gurgoyle or lesser entity.
51-55 Summons a lesser demon who is not happy to be called upon.
56-60 Summons a lesser deevil who is not happy to be called upon.
61-65 Memory loss! For 1D4 days, the Circle Master cannot remember who he is or anything about circles and symbols, but he will be able to perform other skills as normal.
66-70 The Circle Master (and anybody else in the circle) is struck by paralysis for 2D4x10 minutes.
71-75 Turns self invisible or into mist and cannot turn back to normal for 1D4 hours.
76-80 Berserker rampage! The Circle Master attacks everyone encountered over the next 6D6 minutes.
81-00 No reaction whatsoever. Wrong power words or components (or insufficient P.P.E.); keep trying to decipher its secrets.




Circle Magic
Circle Magic Strength: 16 (+1 at levels 7 and 14)

Master of Circle Magic: The Circle Master is an expert in circle magic and knows all protection and summoning circles. However, the Circle Master starts with no power circles. These powerful magic devices must be acquired over time. Power circles can be occasionally purchased from an alchemist, provided as a reward from a king, sorcerer, demon lord or god, or forced out of a supernatural being or other Circle Master. However, most power circles are learned by finding drawn circles or ancient drawings or text of circles that the mage can study and decipher into a working circle.

Circles Known
Protection Circles
Protection: Simple
Protection: Superior
Protection from Angels
Protection from Deevils
Protection from Demons
Protection from Elementals
Protection from Elemental Forces
Protection from Evil
Protection from Faerie Folk
Protection from Good
Protection from Ghosts/spirits
Protection from Jinn
Protection from Magic (simple)
Protection from Magic (superior)
Protection from Old Ones
Protection from Undead
Protection from Witches
Protection from Were-beasts

Summoning Circles
Summon Angels
Summon Animals
Summon Demons/Deevils (lesser)
Summon Demons/Deevils (greater)
Summon True Elementals
Summon Elemental Forces
Summon Faerie Folk
Summon Gargoyles
Summon Ghosts
Summon Jinn
Summon Insects
Summon Pawn
Summon Serpents
Summon Spirits
Summon Undead

NO Power Circles are known (yet)


O.C.C. Skills
Gemology -- 65% (5%)
History (Humans, Dwarves, Elves, Demons, Deevils, Old Ones) -- 85% (5%)
Language: Human: Eastern (Native) -- 123% (+5%)
Language: Elven/Dragonese -- 75% (+5%)
Language: Dwarven -- 75% (+5%)
Literacy: Human: Eastern -- 75% (+5%)
Literacy: Dragonese -- 75% (+5%)
Lore: Demons & Monsters -- 72% (5%)
Lore: Magic
  • General Knowledge: 67% (+5%)
  • Recognize Magic Circles, Runes, etc: 57% (+5%) but see abilities above
  • Recognize Enchantment 57% (+5%) but see abilities above

Mathematics: Basic -- 95% (+5%)
Preserve Food -- 70% (+5%)
W.P. Blunt +1 to strike and parry at levels 1, 3, 6, 9, and 12. +1 to strike when thrown at levels 5, 10, and 15; not designed for throwing.
W.P. Sword +1 to strike at levels 1, 3, 6, 9, 12, and 15. +1 to parry at levels 2, 4, 7, 10, and 13. +1 to strike when thrown at levels 4, 8, and 12; not designed for throwing.
Hand to hand: Expert

O.C.C. Related Skills
Additional skill at levels 6/9/12
Astrology -- 44% (+3%)
Astronomy & Navigation -- 65% (+5%; 2nd Level)
Literacy: Dwarven -- 70% (5%)
Lore: Astral -- 61% (4%)
Lore: Dreamstream -- 62% (5%)
Lore: Geomancy or Ley Lines -- 67% (+5%)
Lore: Religion (Old Ones, Pantheon of Taut, Pantheon of Ra, Deevil Lords, Demon Lords, Aco & The Juggernaut) -- 65% (+5%)

Secondary Skills
Two additional skills at levels 6/9/12
Archaeology -- 45% (+5%)
Boxing
Excavation -- 55% (5%; 2nd Level)
Forced March
Horsemanship: General -- 60%/45% (+5%; 2nd Level)
Mathematics: Advanced 75% (+5%)
Prowl -- 50% (+5%)
Running
W.P. Knife +1 to strike at levels 2, 4, 7, 10, and 13. +1 to parry at levels, 1, 3, 6, 9, and 12. +1 to strike when thrown at levels, 1, 3, 6, 8, 10 and 13.

Combat Data
HTH Type: Expert
Number of Attacks: 6
Initiative Bonus: N/A
Strike Bonus: +4
Parry Bonus: +7
Dodge Bonus: +7
Critical Strike: Natural 20
HTH Damage Bonus:+5
Bonus to Roll w/Punch: +3
Bonus to Pull a Punch: +3
Bonus to Disarm: +2
Kick Attack: 1d8
Karate Punch: 1d6

Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost


W.P. Blunt: +2 to strike, +2 to parry
W.P. Sword: +2 to strike, +2 to parry, +1 to strike when thrown
W.P. Knife: +2 to strike, +2 to parry, +2 to strike when thrown

Saving Throw Bonuses
Coma/Death: +26%
Magic (varies): +9
Lethal Poison (14+): +8
Non-Lethal Poison (16+): +8
Insanity (12+): +14
Psionics (15): +9
Horror Factor: +5
Possession/Mind Control: +4
Last edited by Lucifuge on Thu Dec 26, 2019 12:03 pm, edited 56 times in total.
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Re: Lucifuge (Human Circle Master) PF, Dark Group

Postby Lucifuge » Wed Dec 11, 2019 2:08 pm

Equipment

Carried/In Hand
Mara (horse)
Iron Staff

Worn on Person
Cloak of Protection, hooded, charcoal in color
Nondescript hooded robe, charcoal in color
charcoal-colored leather boots & hose
soft leather gloves
silver cross (on chain around neck)
knife/dagger (sheathed on belt)
large satchel with the following materials inside: 12 sticks of graphite, 12 sticks of white chalk, 12 sticks of green chalk, 6 candles, a dozen sticks of charcoal, 1/4 oz of gold dust, 8 oz each of iron dust and quartz dust, 8oz rabbit skin glue, 1 pound of salt, 1 oz of sweet smelling incense, 4 pearls - all of which are stored in separate, labeled pouches

Utility Belt
Attachment points can be utilized to carry 1 each of the following item types: knife, canteen, food ration pack, minor items or individual tools.
• Attachment: Coin Purse: 140 gold
• Attachment: waterskin
• Attachment: small mirror
• Attachment: small pouch with 2 eye patches (used to cover the Eye when needed)

Backpack
The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space: set of comfortable, dark clothing, suitable for exploration
• Space: offering bowl
• Space: 3 vials of holy water, in a padded pouch
• Space: oil lantern with oil
• Space: spare waterskin
• Space: 100 page notebook, three crow quill pens, two bottles of ink (one red, one black), 12 cloves of garlic
• Space: tinder box
• Space: 5 wooden stakes
• Space: mallet/hammer
• Space: two iron spikes

Saddlebags
Saddlebags are padded, and sealable. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space x2: bedroll
• Space: set of nicer clothing, suitable for social interactions
• Space: four small sacks (empty), one medium sack (empty), and one large sack (empty), folded
• Space: spare knife/dagger
• Space: small cage with 4 rats
• Space: small cage with 4 toads
• Space: small cage with 4 lizards
• Space: a week's worth of food for the animals (above)
• Space:




Gear Stats

Iron Staff
Image
  • Range: Close Combat
  • Damage: 2D6+3
  • Weight: 7 pounds
  • Features: Kobold Manufacture, Superior weighting/stud work
  • Modifiers: 6' in length


Cloak of Protection
Image
Common Enchanted Armor
  • A.R.: 12
  • S/M.D.C.: 50
Weight:
Modifiers: Can only be repaired by magic craftsmen (costs vary, but will always be at least ten times normal armor repair costs)
Magic Features
  • Impervious to fire
Curse: None
History: None
Book Reference: p.249, PFRPG


Eye of Od (Patron Item)
Image
Greater Rune Item
Lesser Rune Item Abilities
2. Communicates through limited empathic transmission.
3. Totally indestructible.
4. Made of black metal and encircled with minute runes.
6. Links to its wielder/owner within six months of constant contact. Man & eye can sense each other's presence within a four mile radius.
7. Adds +1 to all saving throws.
Greater & Special Abilities
  • Cast incantations:
    • See Aura (6), See the Invisible (4), Aura of Power (4), Detect Concealment (6), Fear (5), Energy Bolt (5)
    • The Eye knows only the six spells but can cast them in any combination.
    • The number of spells it can cast per 24 hours is limited by its P.P.E. (60)
    • P.P.E. recovers at a rate of 10 every three hours.
    • Spells are equal in power to a sixth level wizard.
    • The P.P.E. of the Eye cannot be drawn upon by the user or practitioners of magic.
  • If the bearer replaces one of his eyes with the Eye of Od, he permanently loses 2 P.B. but gains:
    • 20/20 vision, Nightvision (600', constant, no cost)), See Aura (constant, no cost), See the Invisible (constant, no cost)
      Note: Lucifuge has replaced his left eye with this item!
Personality: The Eye of Od does not communicate or have an independent personality of its own
History: The origin of the Eye of Od is lost to the annals of time. Legend has it that they were coveted artifacts during the great Elf-Dwarf war, but after the war and the consequent purge of rune items, most are believed to have been lost. The nightmares that come with the Eye gives some credence that they are somehow psychically linked to Od.
Last edited by Lucifuge on Wed Jan 08, 2020 12:11 pm, edited 9 times in total.
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Re: Lucifuge (Human Circle Master) PF, Dark Group

Postby Lucifuge » Wed Dec 11, 2019 2:08 pm

Background Story

Tristine Chronicles wrote:"And tho' the old ones sleep, they will once again rise to destroy all that is good and holy, lest mankind be ever watchful..."

Tristine Chronicles wrote:"the Dwarves called forth every manner of demon, and amongst them howling beasts that stole a warrior's courage and lived in shadow"


The child was born under an auspicious sign, according to several of the local shamans and wise people who made it their business to know of such affairs: he was born during a solar eclipse. These events are relatively rare, but children born under them were considered specially touched by the powers-that-be, and either greatly blessed... or greatly cursed. To this day, it is not known which of these two extremes Lucifuge will manifest when the fates align. Tragically, his mother did not survive the ordeal and passed shortly after he was born.

From an early age, Xarcian - or "Zar", as he was known to his few friends, knew he was different and, from a young age, was always fascinated with symbols and geometric patterns. His father, an architect, took this as a sign of his son's orderly mind and began to teach him mathematics and geometry. To his dismay, however, he found that Zar wasn't really interested all that much in architecture, and was more interested in the magic arts.

As he grew, Zar developed an interest in history and became an avid reader, going so far as to learn the Dwarven language to be able to read older texts. One day, when visiting the library in the city of Wisdom where he was raised, he was researching the Tristine Chronicles and absorbing everything he could about them. There was a certain book he had been reading, but another human was perusing it, so he waited his turn nearby. Eventually, the human finished doing whatever he was doing, and left, and Zar got to look at the book. However, when he did, a scrap of paper fell out. The scrap of paper referenced another book - which made Zar curious, so he gathered that book too. Inside that book was a very old piece of parchment written in the language of the Dwarves. After some time, he was able to deduce that the parchment was a fragment of an old prophecy:

fragment of the Prophecy of Bel-Lai wrote:... and the Keeper of Secrets, who gathered the other Council members, said to them, "Lo, the Old Ones still sleep, and are bound into slumber. But how shall we ensure they remain so? For if they awaken, evil shall once again reign." And this greatly vexed the Council members, for all knew what would happen should the Old Ones return. Still, not one had an answer.

Then one among them spoke aloud, foretelling that there would come "... a Master of Circles, whose eye sees as a god, and whom shall be tasked with a terrible burden. And the burden shall be no less than that of ending the scourge of the Old Ones for all time. Verily, even Xy himself was unable to withstand the might of its own Circle, and the Great Old One's folly hath erased its evil forever. For the only way to truly stop the Old Ones is to use the magicks which they hath wrought against them in turn."

But they did not listen to him, and called him mad, and cast him out, where he was banished to the wilds and never heard from again.


Zar found this intriguing, wrote down everything he learned, placed the scrap of parchment back into the book, and returned it to its rightful place. As he turned around, he saw the human had returned and was watching him replace it. Zar deliberately walked toward the table where he had been taking notes and began to gather them up. With a grim look, the human followed him, and said, "I see your curiosity has gotten the better of you, young man. You should learn to mind your own business." Zar was unapologetic and said, "You should learn to be more careful and not leave clues around if you don't want people to find them, then!" The man scowled and was about to say something else, but then he saw Zar's notes and geometric drawings. The man then paused thoughtfully as if something important had just come to him. Instead of chastising the young teen, he suddenly took an interested look at the young man's meticulously written notes and geometric symbols."Perhaps you'd like to learn more about the Prophecy, hmm? I will teach you... you can be my research assistant. How about it, boy?" he said to Zar, changing his tone and catching Zar off guard. Despite the potential danger and warning signs going off in Zar's head, his curiosity got the better of him, and he agreed.

Thus began the young man's training at the young age of 14. He studied hard and was naturally talented, and his master taught him much. A decade and a half of painstaking and difficult study later, Zar was a changed man. He was a trained and proficient in hand to hand combat and had learned the rare art of Circle Magic. He also had developed some skill at excavation and dungeon delving, and had discovered a mysterious artifact... a runic eye of some sort. The eye, which induced disturbing dreams upon the young man every time he slept, urged him to replace his own eye with it, and would not relent until he did so.At first, he was troubled by these dreams and visions, but his master realized that this eye could be related to the cryptic passage in the Prophecy. So, in a harrowing ritual, Zar took out his own eye and replaced it with the runic Eye. Once he did so, it became one with him and he was granted magical sight. Not long after that, Zar's master fell ill and began dying. He sent a cryptic message asking to speak with Zar "one last time". He revealed to Zar that there was more to the prophecy, and that the power they sought was not held by the forces of light, but were rooted in darkness. And he asked Zar to carry on the search for more information on how to permanently stop the dreaded Old Ones, which Zar agreed to. And so, upon Zar, he bestowed the name Lucifuge. meaning "One Who Flees the Light", and told the young man that he believed the signs and portents pointed to Lucifuge being the one spoken of in the Prophecy.

Lucifuge took it upon himself to make it his quest to stop the Old Ones as had been foretold. Being bound in slumber was not enough; no, he knew he was the one of which the Prophecy spoke who would stop the return of the dreaded Old Ones to the Megaverse - and he had every intention of learning whatever it took to do so, beginning with the art that was responsible for the beginning of the end of their reign - Circle Magic. It was by mastering this art that he would rediscover the ancient and powerful secrets that held the power to end their threat forever.

He had much work to do, for the threat of the Old Ones was ever-present, and various cults and sects were trying to awaken them from their slumber. He set out to fulfill his destiny of mastering Circle Magic and taking care of the problem of the Old Ones once and for all...
Last edited by Lucifuge on Thu Dec 26, 2019 12:02 pm, edited 8 times in total.
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Re: Lucifuge (Human Circle Master) PF, A Group *READY TO REV

Postby Lucifuge » Thu Dec 19, 2019 7:58 am

Protection Circles

Requirements, Effects, & Notes Regarding Protection Circles
  • Basic Protection: All circles of protection prevent harm from befalling 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, because 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: 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 Summoner gets +1 circle strength at levels seven and fourteen, so a circle
    created by a 7th level Summoner would require a saving throw of 17 and a 14th level Summoner 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 another 1D4 melee rounds! Most lesser demons, deevils 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 Summoner 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.
  • 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 combined with a binding agent (same as the Diabolist). 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 pattern 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 Master 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 Summoner 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%).
    ProtSeal.jpg
    Sealing a Circle

  • 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
    ProtAngels.jpg
    Protection from Angels

    Protection from Deevils
    All supernatural creatures known to be members of the Deevil pantheon/ family (beings from the plane of Hel), as well as the Dar'ota, and Malignous cannot enter the magic circle. Lesser Deevils 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 deevils.
    Components: Drawn with holy water or the blood of a priest of light.
    Power Words: Acba yin keron
    P.P.E.: 70
    ProtDeevils.jpg
    Protection from Deevils
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    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
    ProtDemons.jpg
    Protection from Demons
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    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, warlock 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: 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
    ProtElementalForces.jpg
    Protection from Elemental Forces

    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 pearl, dish of salt, lit candle, ruby, and a
    diamond (symbols of the four elements).
    Power Words: Acba Tharsis-mycn yin Ariel-Rapere-kyn yin Seraphmytyn
    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.
    ProtElementals.jpg
    Protection from Elementals

    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.
    ProtEvil.jpg
    Protection from Evil
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    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
    ProtFaeries.jpg
    Protection from Faeries
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    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
    ProtGhostSpiritsEntities.jpg
    Protection from Ghosts, Spirits, and Entities
    ProtGhostSpiritsEntities.jpg (38.38 KiB) Viewed 411 times

    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.
    ProtGood.jpg
    Protection from Good
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    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
    ProtJinn.jpg
    Protection from Jinn

    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
    ProtMagicSimple.jpg
    Protection from Magic (Simple)
    ProtMagicSimple.jpg (37.58 KiB) Viewed 411 times

    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
    ProtMagicSuperior.jpg
    Protection from Magic (Superior)

    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
    ProtOldOnes.jpg
    Protection from the Old Ones

    Protection from the Undead
    Vampires (all types and in any form), zombies, mummies, maxpai 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
    ProtUndead.jpg
    Protection from Undead

    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 witch’s disposal.
    Components: The circle must be made of salt and three iron nails arc
    driven into the circle's center.
    Power words: Acba Keron yin Pein
    P.P.E.: 70
    ProtWerebeasts.jpg
    Protection from Werebeasts
    ProtWerebeasts.jpg (38.39 KiB) Viewed 411 times

    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
    ProtWitches.jpg
    Protection from Witches
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Lucifuge
 
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Re: Lucifuge (Human Circle Master) PF, A Group *READY TO REV

Postby Lucifuge » Thu Dec 19, 2019 9:50 am

Summoning Circles

How Summoning Circles Work
    The Summoner performs a ritual in which a powerful summoning magic is created by means of the magic circle. First the circle and symbols are drawn in whatever medium they must be made. Then the components are added. The entire time, the Circle Master focuses his concentration on creating the circle and drawing upon the magic needed to activate it (a chant or mantra is usually part of the ceremony and focussing process). When the drawing of the circle is complete and the components are in place, the Summoner must activate the circle with the correct amount of magic energy (P.P.E.) at the moment that he kills a living animal. The blood sacrifice of a living creature is one of the components of this magic and can serve as a symbolic part of the ritual or to help power the circle (the victim's P.P.E. is momentarily doubled at the moment of death and is magically drawn into the circle to empower it). The ambient energy available at a ley line or nexus can also be used to acquire the large amount of P.P.E. needed to activate most summoning circles.
    Shortly after the circle has been activated (2D6 melee rounds), the type of creature summoned will appear through the dimensional portal created by the circle. As long as the summoner stays within the protective area of the circle, he should be safe from any attacks by that creature.
    Like a circle of protection, the specific type of being summoned cannot enter the circle and the Summoner has bonuses to save against its attacks. However, the moment he steps outside the area of protection he becomes vulnerable to attack, unless the being is under his control.
  • The Battle of Wills
    As soon as the being appears, a mental battle of wills is begun. To save versus submission, the summoned being must roll above the summoner's ME. (Mental Endurance) three out of five tries. Rolls are made on a 20 sided die and M.E. attribute bonuses and bonuses to save vs mind control are added to the creature's roll to save. The higher the summoner's M.E. the more difficult it is to save. Characters with an M.E. of 20 or higher will usually have an easy time winning the battle of wills when the being is initially summoned. However, there are additional tests of dominance in which an extremely high M.E. may not help a great deal. Note: A natural, unmodified roll of 20 will always be a winning roll even if the Summoner has an M.E. of 20 or higher. If it fails to save, it will be totally subservient to the Summoner, obeying all commands except to reveal its true name or to commit suicide. If the creature does not become subservient, it will be agitated and hostile and must be sent back before it tries to attack or flee into the world. Many times, sending the vile thing back from whence it came is a simple matter and done whether the creature agrees to it or not. However, there is always a 1 -30% chance that the strong willed creature can resist being sent back and remains. If it refuses to return, it usually does so in anger, snarling and insulting the Summoner in hopes of luring him from the protective circle and into its clutches. In some cases, the monster will promise to return in trade for gold, a magic item, a blood sacrifice, the Summoner's true name (always a bad thing to agree to) or being allowed to hurt the Summoner (bite, claw, stab, torture him), or watch the Summoner hurt or mutilate himself (amputate a finger, ear, slice or impale a part of his body, etc.); remember these are usually evil demons, devils and other malignant forces of evil.
    Note: The magic of the circle is such that the creature is magically bound to any promise it makes with the mage, and cannot break its word. If the Summoner refuses such a generous offer, the creature is likely to threaten all sorts of things, like ransacking and vandalizing the mage's lair or home, destroying or stealing something of value, killing an assistant or friend, ravaging the local community (beat and kill villagers, slaughter livestock, set fire to homes and crops, etc., plus identify the Summoner as the reason for its actions), and so on. Whether the creature lives up to its threats will depend on the circumstances, how angry the monster really is, and whether or not it really wants to be sent home (ultimately, reactions and motivations of the creature are left to the Game Master). If the being is just looking for some fun, he may be "yanking the Summoner's chain," and agree to be sent back after a period of time in which the Summoner does not respond to its threats, lies, and smashing of things in the immediate area. Likewise, the creature may get frustrated and give up extracting any vengeance and agree to be sent back. However, some malevolent forces mean what they say and will follow through on their threats unless tricked, forced to do otherwise or slain. Others will welcome the opportunity to prey upon an unsuspecting world and will attempt to make a hasty escape, never to be seen again. While still others will try to escape, work their mischief in the world, but come back at a later date to extract revenge on the Summoner. The more conniving and intelligent supernatural beings may suggest an alliance or partnership with the Summoner, but these arrangements are extremely dangerous because the creature will make no promises and is under no magical restraint or obligation to live up to its part of the deal. Many a Summoner has fallen victim to a demonic partner who betrays him days, months or years later (or who has been playing him for a dupe or a pawn from the very beginning).
    Note: Summoned creatures that win the battle of wills are free to stay in the world indefinitely and are not subject to the influence of the Circle Master who summoned them. For this reason, the Summoner often performs his summoning in a dungeon, locked basement or desolate area away from his lair, friends and belongings (sometimes far from civilization). Likewise, there are often other means in which the mage can influence or destroy beings out of his control. This can include being in a dungeon or basement with only one exit sealed with a strong door, lock and magic (wards, magic seal, etc.), as well as other circles, wards (made by a Diabolist), magic talisman, magic weapons and even an armed force of warriors or other superhuman slaves or minions. Also note that should the Summoner step out of the summoning circle, the creature can instantly attack him, incapacitating and torturing the character, but often leaving him alive to remember his folly. Of course, the mage can attack and defend himself to the best of his abilities (he can also strike from inside the summoning circle where he has magical protection).
  • Maintaining Control
    The longer the summoned creature is around, the more familiar it becomes with its so-called master. As the creature develops a growing understanding of the Summoner, it begins to learn his strengths and weaknesses. This knowledge and familiarity enables the creature to test the limits of its master's control over it and, if lucky, break free of his hold.
    All intelligent beings get a cumulative bonus of +1 to save vs submission during an attempt to break the magic and mental bondage of the Summoner. Lesser beings can try to break free of the submissive control once every month with a bonus of +1. However, if the creature is submissive for months, biding its time, the +1 bonus per month is cumulative up to a total of +10! Each act of breaking free of the magic bonds of slavery is mentally and emotionally debilitating, so each failure is demoralizing and breaks the creature's spirit. This means after every attempt to break free of the Summoner, the character uses up all its bonuses and must start from scratch. For example, if a demon has been submissive for three months, he is +3 to break the magic charm that makes him submissive and obedient to his human, Summoner master. He tries to exert his will, forcing a new battle of wills — same procedure as the first time. The demon fails, is probably punished, and he loses his +3 bonus. After another full month has passed, he is +1 to save. After the second month, +2. He tries again, fails and is punished. Again his +2 bonus is lost and he must wait another full month to get a +1 bonus.
    Lesser creatures can try to break the Summoner's hold over it as often as 1D4+1 attempts for every two M.E. points. Thus, a creature with an M.E. of 10 gets five plus 1D4 attempts. After that point the creature's will is broken and it won't even consider trying again except under the most extreme circumstances.
    Greater beings can try to break free of the submissive control once every two weeks with a bonus of +1 (or +2 per month). However, if the creature is submissive for months, the bonuses will be cumulative up to a total of +14! Note: Greater creatures can try to break the Summoner's hold as often as once every two weeks as many times as 1D4+1 for every M.E. point. Thus, a character with an M.E. of 10 gets ten plus 1D4 attempts. After that point the character's will is broken and he's not likely to consider trying again except under the most extreme circumstances or if provoked beyond restraint.
    Other factors which can break the Summoner's control: The submissive being may roll to break free of his/her master's control each time one of these situations occur, even if it is in the same day. As always, the character must roll over the Summoner's M.E. attribute number three times out of five tries to win this renewed battle of wills.

    • The Summoner is unreasonably cruel; beats, tortures or unjustly punishes his slave; +1 to save/ break control.
    • The Summoner humiliates or makes the being extremely angry; +2 to save.
    • The Summoner uses deadly force against the character or the character believes he is going to kill him; +8 to save.
    • The command is repugnant; +2 to save.
    • The command is extremely repugnant or strictly contrary to the being's alignment, morals or code of honor; +6 to save.
    • The submissive character is commanded to kill a loved one (friend or family); +10 to save.
    • Commanded to commit suicide; +16 to save.

    Note: In the last three instances, the Game Master might allow the character to struggle to break free when the command is first given and again when the command is just about to be executed. These bonuses are NOT accumulative and are only momentary pluses instilled by the heat of emotion at that moment. If the attempt to break free of the Summoner's control is successful, that being will have instantly regained his/her/its free will and can do as it may. If the particular attempt fails, the being must obey the command.
    What happens if a creature breaks free of the summoner's control? Good question. That will depend on the circumstances, the characters, relationship between the summoned creature and its one-time master, and the player or G.M. playing him. Once free of the Summoner's
    control, the being can act according to its own desires. In many instances, evil or demonic creatures often maim, torture, enslave or kill the fool who dared to enslave it. In others, the being may demand payment (reasonable or not) for past services rendered, and depart. In rare cases, the being will stay of its own free will. This is true if it is enjoying its work for the Summoner, has developed a like or respect for its master, or when it can further its own goals.
    Note: Elementals will automatically leave, attacking only if another elemental is hurt or enslaved.
    Remember, the Summoner may have other magically enslaved minions and/or loyal comrades, friends, or servants to help defend him and his possessions (consequently, many ex-slaves let bygones be bygones and flee).
  • Subservient Creatures
    Summoned creatures who fail the battle of wills are placed under a magic charm that places the being under the Summoner's control. These beings cannot personally raise their hand against the Summoner unless they regain their free will, and even then, it's safer to make a hasty escape rather than confront the Circle Master. Exactly how the Summoner treats his chattel will depend on the disposition and alignment of the mage and the slave. Some characters will treat their minions fairly and even express some modicum of respect and kindness toward them. Others physically, emotionally and magically abuse their slaves, believing that it is only fear and brute strength that their minions respect, or that one must break the beast's spirit to ensure its loyalty. In many cases, such foul tactics work to make the creature too frightened to consider betraying or harming its master. On the other hand, many seethe with hatred and long for the opportunity to extract their revenge. How well the enslaved creatures follow orders can be tricky. Elementals have great difficulty comprehending our world, let alone a complicated message. This lack of comprehension means they follow orders to the letter. For Example: In one of my games, a fellow commanded his fire elemental to "get that man!" pointing to a villain fleeing into a building. Well, the elemental obeyed by running into the wood building, setting it ablaze. The villain ran out the back door and into the next building. The fire elemental, obeying its order, pursued. Noise and distance made it impossible for the Summoner to retract or amend his command. By the time the mage managed to catch up with his elemental, several buildings were ablaze, dozens of innocent people were injured, and the villain was burnt to a cinder in the elemental's hands (which was also not the player's intention). The elemental stood in the middle of a burning building awaiting its next command, totally oblivious to the destruction and trouble it caused. Remember, the command was "Get that man," it wasn't told to bring him back, so when it finally "got" him, its stood there (frying the poor guy), waiting for its master's next command. The buildings, the injured people, its captive being burnt alive, and the destruction had no meaning to it. None of its actions were belligerent or of evil intent. It was simply obeying orders the best it could.
    Demons, deevils and most supernatural beings, on the other hand, are malevolent, and will intentionally twist a command to cause trouble, endanger the Summoner, murder, and to have cruel fun at the expense of others. It is wise to keep commands relatively simple, with restrictions as to conduct. Be warned, the more elaborate the command, the more likely the evil being can find something to twist.
  • Control limits
    The number of beings that can be placed under the Summoner's absolute control is limited by the experience level of the circle maker. One lesser creature per every two levels of experience and one greater being for every four levels of experience or two lesser beings.

    First Level: NO creatures can be controlled. The character is limited to protection circles and power circles (if any are known).
    Second Level: One lesser creature can be summoned and controlled.
    Third Level: Still limited to one lesser creature.
    Fourth Level: Two lesser creatures can be controlled, or one greater being.
    Fifth Level: Same as fourth, two lesser or one greater.
    Sixth Level: The Summoner is both experienced and powerful enough to control three lesser creatures, or one greater being and one lesser creature.
    Seventh Level: Same as sixth level.
    Eighth Level: As many as four lesser creatures, or one greater and two lesser, or two greater beings (no lesser).
    Ninth Level: Same as eighth level.
    Tenth Level: Five lesser beings, or one greater and three lesser, or two greater and one lesser beings.
    Eleventh Level: Same as tenth level.
    Twelfth Level: Six lesser creatures, or one greater and four lesser, or two greater and two lesser, or three greater beings, can be controlled simultaneously.
    Thirteenth Level: Same as twelfth level.
    Fourteenth Level: Seven lesser creatures, or one greater and five lesser beings, or two greater and three lesser or three greater and one lesser creature, and so on.

    Notes:
      1. The Summoner can summon a specific type of deevil, demon, faerie, etc., by inscribing the name of the type in the circle (i.e. a "baal-rog" rather than a general "greater demon" or "puck" rather than a general call to all faerie folk). The likelihood of summoning the specific type is 1-60% (roll percentile). If the exact type desired isn't acquired, what the character gets is up to the G.M.'s discretion, although it will fall into the general type. For example, a Summoner character tries to summon a Demon Locust, but rolls a 72 (failure), so instead he gets a tiny little Laesae insect-like demon.
      2. The Summoner can use a summoning circle to summon a lesser or greater creature at any time regardless of his experience level. However, if he is too low level to control the beast or already controls the maximum number of creatures possible for his level, the new creature summoned will not be under his/her control — NO battle of wills is possible! This is where circles of protection come in handy, enabling the Summoner to seek refuge from things he cannot control. To get this free-willed being to work for him, the mage will have to make a special arrangement, trade, payment or offer his own service to the monster. In such cases, there is a 1-50% chance that the summoned creature will remain in our world indefinitely! Whether or not it seeks revenge upon the Summoner, leaves the area without incident or decides to work with him, will depend on how the mage treats it, what he has to offer, and the disposition of the monster (Game Master's discretion).
      3. The Summoner can try to summon the exact same creature repeatedly, but only if he knows its true name.
  • Releasing circle slaves without danger of attack
    When the summoned slave has outlived its usefulness, has proven to be too much trouble, or the Summoner wants to replace it with a different creature, he must release it from his control and send it back to whatever place it came from. The smartest thing a Summoner can do is to use his enslaved being for a brief period of time, perhaps a few months maximum, and release it. This way it never builds up many bonuses to challenge his will. The longer it is kept, the more likely it is to break free and extract revenge.
    To safely send a creature away or back to its own dimension, the Summoner must make the appropriate circle of protection around him and then command it to leave, saying something like, "Return to your home and be free of my will." At that moment the being is free and the dimensional portal that brought it to him magically appears. Whether the creature actually goes home or not is the problem. 1-70% will leave immediately, never to return, even if it has been treated badly. The others may challenge the Summoner to combat, strike at him from the shadows or simply leave the area, but stay in the world while it explores other avenues of adventure and mischief. While the freed creature is present, the Summoner cannot leave the circle of protection without fear of being attacked. For this reason, a mage often has powerful friends, assistants, or magic to kill or drive his one-time slave away. The remaining 20% will pretend to leave, but return to maim, kill or plague the Summoner until it is killed, summoned again or leaves of its own accord.
    The absolute safest, sure-fire way to release an intelligent being, especially demons and deevils, is to make a deal with them when they are first summoned, even if the Circle Master wins the battle of wills. Such initial promises are binding on the creature and most will accept short periods of servitude (a few weeks or months), or one specific job, with little resistance, particularly if it's something the creature will enjoy or if he's receiving some sort of payment/reward. In this way, the being becomes a willing slave and, as long as the summoner lives up to his end of the deal, will leave without trouble when asked (and paid). Lesser demons and deevils are most likely to accept such arrangements. Greater ones and lords, who are powerful, cruel and maniacal, are much more resistant to deals with lowly mortals, unless the pay-off is big. Furthermore, payment for such a deal is likely to be in blood rather than gold. A typical arrangement might call for the sacrifice/murder of an innocent person or numerous people, the destruction of an enemy, making hundreds or thousands of people tremble in pain or fear, or the monster may want a piece of the summoner. As grisly as this may sound, demons and deevils often request (and usually eat) a part of the Summoner, such as a finger, hand, toe, ear, eye, etc. Some will settle for breaking or mangling a limb, such as a hand, arm, foot or leg. To make such a heinous agreement, a person must be desperate, obsessed, evil or insane; many Summoners bear the scars from their deals with dark forces. This is another example of why most people fear the Summoner, for a person who has little regard for his own welfare is likely to have no regard for others.
  • If the Summoner is killed
    If the Summoner is killed, the creatures under his control are instantly free to do as they please. They will not obey any of the Summoner's servants or associates, and they are not obligated to complete the last command of their master. Many will loot the home and even the
    body of their dead master before returning to their own dimension. Returning home requires the power of dimensional teleportation — an ability possessed by all greater supernatural beings and demon lords. Those without such an ability must find another way home or make do with life on the Palladium World, which is acceptable to most. Elementals will always leave immediately. A Note About Summoned Creatures: Remember, any being summoned is limited by its natural physical, mental, magical and learned abilities. The creature cannot do something that it has no skill or capability of doing. For example, a human can't perform a skill he doesn't know or lift a weight beyond his P.S. limit. A wolf cannot travel as fast as a horse at full gallop for more than a few minutes (they run at great speeds in bursts; its best prolonged running speed is around 12 mph/19 km). Likewise, while a Summoner can command his animal, mortal or demon slave to stay awake and stand guard all night, there is no guarantee it can do so. The poor creature will try to do as it's told, but he may fall asleep from exhaustion no matter what (normal limitations of that creature; G.M discretion — use common sense).


Requirements, Effects, & Notes Regarding Summoning Circles
  • Basic Protection: Same as protection circles: 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, magic or psionics. Unlike the protection circle, the area of protection in a circle of summoning is limited to a 25% pie slice section of the circle at the bottom.
  • Further Circle Protection: The type of being summoned is held outside a magic circle, but may try to save vs circle magic to break the magic barrier and attack the Summoner inside the circle. All rolls to save, conditions, penalties and damage are the same as the protection circle. This is in addition to any damage the occupant(s) of the circle may inflict!
  • Saving Throws vs Circle Magic: Same as the protection circle. Mystic circles are created via ceremonial magic, thus the base save vs circle magic is 16. A Summoner gets +1 circle strength at levels seven and fourteen. Most lesser demons, deevils and animals won't even try to enter a circle, but most greater beings will — and frequently succeed.
  • Attacking from within a Summoning Circle: The Summoner 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 30 to 60 minutes to create and activate a summoning circle, unless otherwise noted.
  • Range: The typical summoning circle has a 20 mile (32 km) radius of summoning or magically plucks a creature from another place or dimension and brings it to the Summoner via a dimensional portal!
  • Magic protection applies only to those within the circle's small area of safety (see diagram).
  • The Summoning Portal: A dimensional portal appears a few feet in front of the circle where the creature(s) being summoned appears. The portal disappears after the creature(s) steps through it, and reappears when the Summoner is ready to send the creature(s) back to where it came from, unless it resists being sent back or it won the battle of wills. In the latter case, the being can only be sent back to its native world via the summoning circle only if it agrees to let the mage do so.
  • 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 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 (same as the Diabolist). 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 Summoning Circles: 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 60 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 summoning circle costs 100 P.P.E. to create and requires 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: All summoning circles require a blood sacrifice in order to activate it, even if the mage has more than enough P.P.E. on his own. This is the foul nature of summoning magic. Sacrifices are made at the center of the circle.
  • Sealed Circles: Same as protection circles. Most summoning circles (90%) are sealed to prevent their use by others and to prevent enemies from entering the circle. Using more than one circle simultaneously is impossible unless they are connected with the power matrix (see circles of power). Most summoning circles (90%) are sealed to prevent their use by others.
  • What kind of beings can be summoned: There are two categories of creatures the Circle Master can summon: lesser and greater beings.

    • Lesser beings include insects, animals and all mortal beings, such as humans, elves, orcs, goblins, giants, wolfen, etc.; as well as lesser demons and deevils, sub-demons like gargoyles, minor/lesser elementals, ghosts, spirits and faerie folk.
    • Greater creatures include all greater deevils and demons, Gargoyle Lords, Gargoyle Mages, Lizard Mages, scarecrow, sphinx, sivan, waternix, Za, undead (vampires), major elementals, sea serpents, and angels.
    • Creatures which cannot usually be summoned include dragons, demon and deevil Lords, godlings, demi-gods, gods and alien intelligences. The Circle Master can try to summon any of them, but they will appear only if they want to and there is NO battle of wills; they are free to do as they please, so watch out!

  • The number of creatures summoned: Unless stated otherwise, only one being is summoned per summoning.
  • True Names: In the Palladium World, words have power. Thus, a character's true name (the name given to him by his parents or guardians) has great significance and magical power. Knowing a character's "true name" allows others to use a variety of magic against (rarely for) that person, including wards, circles and rituals. As a result, most characters have a public name which most people know them by and a secret "true name." Names of notoriety can be titles, Lord James, Erick the Destroyer, Martin the Black, Butcher MacKree, Mickey High Pockets, Zandar, and so on. Frequently, all or part of the name is really a nickname, so the entire "true name" remains unknown. Some may even adopt a normal sounding name like Adam Detroit or Detroit Adam with part of the name really being the name of the city, village, or neighborhood that the character grew up in, or a place or name he's always liked. Some gods, dragons, supernatural beings, Diabolists, and Summoners may require a character to reveal or swear on his true name (requiring the character to reveal it) in order to get their assistance, make a deal/pacts or use a particular magic.
    Note: A true name cannot be revealed through psionic probes, except by mind bond.
  • Communication Note: All characters inside a summoning circle are magically able to communicate with the creature(s) that has been summoned.


Summon Angels
Angels, Spirits of Light, Wing Tips and Ki-lin can be summoned with this magic circle. While the Summoner remains in the protected area of the circle, he is +6 to save against any magic or psionic attacks leveled against him by these beings.
Components: Drawn with gold and requires the sacrifice of a live butterfly (a moth cannot be substituted).
Power Words: Acba yin Tao-bo
P.P.E.: 150
Range: Dimensional portal.
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Summon Angels
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Summon Animal
Any kind of animal can be summoned with this magic circle. While the Summoner remains in the protected are of the circle, he is safe from even the most aggressive beast (the animal will not attack). Wild predatory animals are -2 to save vs the battle of wills and domesticated animals and non-predators are -4 to save.
Components: Drawn in the blood of the animal desired and requires the sacrifice of any living animal, from a mouse to an elephant.
Power Words: Acba yin Acba yin Agu
P.P.E.: 60 to summon an animal from the surrounding area or 100 to dimensionally "pop" one in from another land.
Range: 20 mile (32 km) radius or dimensional portal.
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Summon Animal
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Summon Lesser Demon or Deevil
All lesser supernatural creatures known to be members of the Deevil and Demon pantheon/family (beings from the plane of Hel and Hades) as well as the Dar'ota, Dimensional Ghoul and Malignous can be summoned via this magic circle. As long as the Summoner stays in the area of protection, he is +6 to save against any magic or psionic attacks leveled at him by these beings.
Components: Drawn in the blood of a goat and requires the sacrifice of a goat or sheep.
Power Words: Pein yin keron
P.P.E.: 100
Range: Dimensional portal.
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Summon Lesser Demon or Deevil
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Summon Greater Demon or Deevil
All greater members of the Deevil and Demon pantheon/family (beings from the plane of Hel and Hades), can be summoned via this magic circle. As long as the Summoner stays in the area of protection, he is +4 to save against any magic or psionic attacks leveled at him by these beings.
Components: Drawn in the blood of doves and requires the sacrifice of three doves.
Power Words: Xy yin Pein yin keron
P.P.E.: 250
Range: Dimensional portal.
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Summon Greater Demon or Deevil
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Summon True Elementals
All supernatural creatures known to be elementals are summoned by this magic circle. As long as the Summoner stays in the are of protection, he is +3 to save vs elemental magic or psionic attacks leveled at him by elemental beings.
Components: The circle must be drawn with charcoal and requires the following components: an emerald, onyx, ruby and a sapphire (symbolizing the four elements). The sacrifice is that of fruit, cut in half with a sword or smashed.
Power Words: Acba yin Lo-kum
P.P.E.: 100
Note: Creatures of Light, also known as angels, cannot be summoned with this circle.
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Summon Elemental
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Summon Elemental Forces
This incredible circle summons elemental forces equal to the following wizard and warlock spells but with double the radius of affect and duration (per level of experience).
Spells and effects include:
  • change wind direction
  • northwind
  • call lightning
  • ball lightning
  • fire ball
  • cloud of ash
  • extinguish fire
  • darkness
  • darken the sky
  • calm storm
  • calm waters
  • whirl pool
  • circle of rain
  • rain dance
  • create fog
  • summon fog
  • summon rain
  • summon storm
  • sand storm
  • snow storm
  • tornado
  • rainbow
  • atmosphere manipulation
  • drought
  • earthquake

Each spell is equal the level of the circle maker. ONE elemental magic can be cast every minute (4 melee rounds). Several long-lasting elemental spells can be in effect at the same time as others as long as they don't contradict each other (i.e. rain storm and drought). As many as one elemental force per level of the circle maker can co-exist with others. Immediate spells like fire ball and call lightning, which only exist for a moment, require one available slot to be cast. This circle is ideal for use outdoors against large groups, armies and villages.

Characters within the area of the circle's protection 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. Plus they are impervious to the elemental forces summoned by the circle.

Components: The circle must be drawn in iron dust (can be combined with an adhesive), and emeralds, onyx, topaz, and sapphire are the key components. A hawk must be sacrificed.
Power Words: Ya-ahk-Met
P.P.E.: 150
Range: 20 miles (32 km) maximum radius.
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Summon Elemental Forces
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Summon Faerie Folk
All creatures of magic known to be members of the Faerie race (collectively known as Faerie Folk) can be summoned via this magic circle. This includes the goblin, faerie, brownie, leprechaun, bogie, puck, spriggan, nymph, kinnie ger, and kelpie, among others! Characters within the area of the circle's protection are +4 to save against any magic or psionic attacks leveled at them by faerie folk.
Components: Drawn in flower petals or honey and requires the sacrifice of a lamb.
Power Words: Acba yin Lictalon
P.P.E.: 100
Range: 20 mile (32 km) radius or via dimensional portal.
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Summon Faerie Folk
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Summon Gargoyles & Sub-Demons
All creatures of magic known to be members of the Gargoyle race, as well as other sub-demons, including bug bears, boogiemen, Brodkil, and worms of Taut. Characters within the area of the circle's protection are +4 to save against any magic or psionic attacks leveled at them by these beings.
Components: The circle must be drawn with or in mud and requires the sacrifice of a lizard.
Power Words: Pein yin Ariel-Rapere-Kyn
P.P.E.: 100
Range: 20 mile (32 km) radius or via dimensional portal.
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Summon Gargoyles and Sub-Demons
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Summon Ghosts & Entities
All types of ghosts, entities, ghost-like spirits of nature like the Will-o-the-wisp, nymphs, and similar beings can be summoned with this magic circle. Unlike the protection circle, it does not include astral beings, energy beings or the fragmented essences of supernatural/alien intelligences (see summon spirits)! Characters within the protective area of the circle are 44 to save against any magic or psionic attacks leveled at them by such beings.
Components: The circle must be drawn in owl's blood and two toads must be sacrificed.
Power Words: Agu yin Netosa
P.P.E.: 100
Range: Dimensional portal.
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Summon Ghosts and Entities
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Summon Insects
This magic circle can be used to summon ordinary insects and arachnids (1D4x10 small insects, or 1D6 giant insects, per level of experience; poisonous or not), including bees, wasps, gnats, beetles, flies, ants, spiders, scorpions and so on. The insects are directed and attack en masse. They can only follow simple commands and instructions. This magic does not work on sentient insect beings or supernatural insect beings like the demon locust or laesae demon.
Components: The circle must be drawn with the mangled bodies of the general type of insect desired. A giant cave or timber spider must be sacrificed.
Power Words: Yablik Yin Acba
P.P.E.: 50 points.
Range: 20 mile (32 km) radius or via dimensional portal.
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Summon Insects
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Summon the Jinn
All types of Jinn (greater demons) can be summoned with this magic circle. Characters within the circle's area of protection are +4 to save against any magic or psionic attacks leveled against them by these beings.
Components: The circle must be drawn in a black color of any substance (typically ink, paint or charcoal). Four rats must be sacrificed.
Power Words: Pein yin Erva
P.P.E.: 250
Range: Dimensional portal.
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Summon Jinn
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Summon Pawn
The pawn circle can be used to summon any mortal humanoid such as humans, elves, wolfen, trolls, etc. Creatures of magic like faerie folk, scarecrows, syvan, and other magical beings are affected. To use this circle, the Summoner must know the true name of the person being summoned and inscribe it in the circle, or he must place a lock of the person's hair (or a body part) with a fresh drop of the person's blood (dry blood won't work) in the circle as its components. The pawn circle can be used in a number of different ways.
  • The classic summoning and battle of wills to make a person succumb to the Summoner's and serve him as a slave (player characters are +3 to save).
  • To summon a person to discuss a deal or situation, without any attempt to subvert that one person's will via the circle magic, or to harm him. However, the Summoner may use his words, gold and promises of power or wealth to influence the summoned character to betray a confidence, reveal information, plot against a companion or to strike at an ally (the mage's enemy). When the Summoner decides the conversation is over (no longer than one hour) the character is magically sent back to the exact location from which he was plucked away when summoned. The Summoner may defend himself, but any attacks leveled against the summoned character will automatically send him back from whence he came.
  • To communicate with a subservient minion created through a battle of wills, or a servant or ally who has entrusted the Circle Master with his true name. The Summoner stands in the activated circle, scrawls the character's name in chalk or charcoal (so it can be wiped away later) and begins to talk. The message is similar to the wizard spell of Calling. Only the pawn hears his master's words and the message is limited to a short sentence that summons the character to his master or a particular place; i.e. "Bartold, I need you to come to me immediately" or, "Alex, I have need of your skills, meet me at (so and so) at 8:00 pm," and so on. The name of the person or the message will keep repeating itself until the character responds verbally. A simple, "Yes, I'll be there" or, "I understand." will do 'the job and stop the summoning call Likewise, a negative response, like, "I cannot. I'm being followed;" or "I can't make it," or "go to hell!" are also possible and likely to garner a response like, "find a way," or "I said be there. Do not disappoint me." Elaborate details or lengthy conversation is not possible, and the subject must be summoning/calling and a brief answer/response. Even after the brief exchange of words, the pawn will feel inexorably drawn to his master; roll to save vs circle magic to fight the sensation (but be prepared for punishment). Note that the Summoner does not see his pawn or hear the words and sounds of those around him, nor does he know the character's location. The magic is limited to a simple means of direct communication.
Range: 1000 mile (1600 km) radius per level of experience.
Components: The circle must be drawn in silver, requires the person's true name inscribed with chalk or charcoal and the sacrifice of a lamb.
Power Words: Tarm-Kin-Toe
P.P.E.: #1 and 2 require 100 P.P.E.; #3 (communication) 50 points.
Range: Dimensional portal or 1000 mile (1600 km) radius per level of experience.
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Summon Pawn
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Summon Serpents
This powerful magic circle can be used to summon ordinary snakes (4D6 per level of experience; poisonous or not) or snake and worm-like creatures of magic, including the Worms of Taut, Eye Killers, Serpent of the Wind (dragon), Kukulcan (dragon), and sea serpents (if near a large body of water). This magic does not work on sentient reptilian or snake-like beings.
Components: The circle must be drawn in the blood or scales of a snake and requires the sacrifice of a poisonous snake.
Power Words: Ya-blik for snakes and Worms of Taut, Ya-blik yin Kym-Nark-Mar to summon a Serpent of the Wind or Kukulcan.
P.P.E.: 50 points to summon ordinary snakes, 100 P.P.E. for the Worms of Taut, Eye Killers and sea serpents, and 200 P.P.E. to summon the two dragons listed above.
Range: 20 mile (32 km) radius or dimensional portal.
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Summon Serpents
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Summon Spirits
Beings, monsters and travelers from the astral plane (in astral form), beings from the Dreamstream™, energy beings and the fragmented essences of supernatural/alien intelligences can be summoned with this circle. Characters within the protective area of the circle are +3 to save against any magic or psionic attacks leveled at them by such beings.
Components: The circle must be drawn in lamb's blood, have a dead butterfly (wings will do) placed on the magic symbol of the butterfly and a ram must be sacrificed.
Power Words: Agu yin Erva
P.P.E.: 200
Range: Dimensional portal.
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Summon Spirits
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Summon the Undead
Vampires of all types and in any form, a dybbuk possessed corpse, and all other types of undead can be summoned, excluding undead servants like zombies, mummies, maxpary shamblers, and yema (their will is not their own). There is always a 1-20% chance of inadvertently summoning a fragmented essence of a vampire intelligence whether it is desired or not.
Characters within the protected area of the circle are +4 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 +4 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: Netosa yin Erva
P.P.E.: 100
Range: Dimensional portal.
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Summon Undead
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Lucifuge
 
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Re: Lucifuge (Human Circle Master) PF, A Group *READY TO REV

Postby Lucifuge » Thu Dec 19, 2019 11:30 am

Circles of Power

Circles of power are highly coveted by the Summoner because they represent the ultimate in circle knowledge and power. The first level Summoner 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 Masters drive themselves insane on their quest to find these circles, others barter away their humanity or very soul.

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 Summoner'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: Same as the protection circle.
  • Attacking from within a Power Circle: Unless the Summoner 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 (same as the Diabolist). 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 Power Circles: 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 Summoner 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.
  • 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.
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Lucifuge
 
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Re: Lucifuge (Human Circle Master) PF, A Group *READY TO REV

Postby Lucifuge » Thu Dec 19, 2019 11:43 am

Mara
Image
Riding Horse
Alignment: N/A, animal, but most animals are aberrant equivalent
Speed: 50 (35mph); maximum is 66 (45mph)
Physical Data
S.D.C.: 30
H.P.: 24
P.P.E.: 13
Dimensions: 60 inches tall at shoulder
Average Life Span: 12 years
Natural Abilities
  • Swim 50%
  • Jump 4-5 feet high and 10 feet long
  • Carry up to 500 pounds and pull up to 1200 pounds
Combat Data
  • Front Kick: 2d6
  • Rear Kick: 3d6
  • Bite: 1d4[
  • +2 initative, +2 to strike, +4 to dodge
Skill Equivalents
  • Swim 50%
Book Reference:PF Monsters and Animals (2e) page 206
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Lucifuge
 
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Re: Lucifuge (Human Circle Master)

Postby Lucifuge » Fri Dec 20, 2019 10:01 pm

EP purchase rolls
PE: 1d6:
6

PS: 1d6:
5

PE: 1d6:
6

ME: 1d6:
6

SDC: (direct boost):1d4*10 = 30
SDC: (boxing, running + forced march):6d6:
6, 3, 2, 1, 5, 1

SPD: (running + forced march)5d4:
4, 4, 1, 1, 3

IQ: 1d6:
6
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Lucifuge
 
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Re: Lucifuge (Human Circle Master)

Postby Lucifuge » Sat Dec 21, 2019 9:25 am

The personal sigil of Lucifuge




Other views of the Circle Master
Attachments
dcn9pcy-f4008f3e-edc8-4a9a-b062-0df08edf4a49.jpg
Lucifuge, Circle Master
aa8a3d8bffd789890f196a669cdf7d59.jpg
The Master Beckons
4fcd681adbef2cc0cc112b877dca9c9f.jpg
Summoning a Greater Minion
yIRAAZlGYl7EdN_V6SeJNtwhtGtdKQZiWN8t98Rj1qU.jpg
Summoning From Beyond
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Lucifuge
 
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Joined: Tue Nov 05, 2019 10:05 am


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