
~ Master Circles List and XC costs ~
( Summoner, Exorcist, )
The Summoner and the Exorcist (with exception of Power Circles) may buy off this list at normal listed price.
Any mana based magical Guild ( Arc, Bat, Enc, Run, Wit, and in some cases Gyp ) providing they already have Read/Write Circles at the appropriate level, may buy off of this list with a 50% cost increase.
Any non mana based, non magical Guild may buy off of this list as well, providing they already have Read/Write Circles at the appropriate Level, and they have enough racial and/or purchased mana to actually cast the Circle, their cost modifier is a 100% increase.
All modifiers applied to XC costs apply only to Circles purchased with XC, not to those gained by leveling up, as they are given to the Character and are not applicable to cost modification.
​
A Definition of Skills and Magic
In The Mixed Medieval Arts we have three main ways of producing certain actions, or Effects, upon the people or situations around us. Those are Skills, Faith based Magic, and Mana based Magic.
Skills are Actions and techniques that the Character has learned, practiced and which produce an in game Effect. Skill uses are typically limited to how many times per day that particular Skill may be used/utilised.
Faith based Magic would be any Effect that originates from a Cleric, Nature or Warlock Prayer. All 3 of these are fueled by Faith, through a Prayer Cycle.
Mana based Magic would be any Effect that originates from any Spell, Psionic, Circle or Rune. All 4 of these are fueled by Mana through a Mana Pool, or through a Spell Cycle or Psionic Cycle.
​
Instant vs Lingering Skills or Magic
All Skills and Magic, regardless of it's source, are either
Instant
If you are the Casting Character of the Skill or Magic -
Instant Skills or Magic are when the results, or the Effects, of the Skill or Magic happens immediately, and DOES NOT leave any lasting Effects upon the casting Character.
An example of this would be FireBall, where after it is made and thrown, the Casting Character has no further beneficial or negative Effects.
If you are the Target Player of the Skill or Magic -
Instant Skills or Magic cast upon you will leave no lingering Effect, rather only an immediate result.
An example of this would be Healing Magic cast upon you where your Hit Points get a one time 'boost' but no further Effect.
Lingering
If you are the Casting Character of the Skill or Magic -
Lingering Skills or Magic are when the results, or the Effects, of the Skill or Magic happens over a period of time, and DOES leave lasting Effects upon the casting Character.
An example of this would be "Fly", where after it is cast, the Casting Character has a declared length of time to enjoy the Effects.
If you are the Target Player of the Skill or Magic -
Lingering Skills or Magic cast upon you will have a declared Time Call that will leave a lasting Effect.
An example of this would be Invisibility cast upon you, where you disappear from sight for a declared length of time.
​
At any one time, no Character may be under the BENEFICIAL Lingering Effects of more than ONE Mana based, ONE Prayer based and ONE Skill based source.
​
Durations
Each Skill will clearly state it's individual duration time. Durations means how long an active Skill may be used for,
if not canceled first.
Example~
A Character wants to use one of their daily uses of Hide in Shadows (this is the 'Cast'). It is a Level 2 Skill, and has a duration of 6 minutes (this is the Duration). They hunker down in a shady spot, with an closed fist held above their head and arm bent at 90 degrees (this is the Game Mechanic). Then, 3 minutes into the duration, they decide that they need to be seen, and so they drop the arm and hand signaling Hidden.
The Skill is now cancelled.
Despite the fact that the Skill could have lasted for 3 more minutes, it's use is now over, it's use is done, and another use of Hide in Shadows must be employed.
In short ~
The Skill determines the Game Mechanic, if that Game Mechanic then lingers, when the Game Mechanic is dropped/lowered, the Skill is instantly cancelled.
​
~ Circles, Symbols and XC Costs ~
All Level 1 Summoners know all Mystic Symbols associated with their craft.
Non-Summoners must purchase all associated Symbols of a particular Circle, before they can purchase the Circle.
The Colour that the Symbol must be drawn in is listed on the picture of the Symbol.
Click on one of the bold, underlined sections below to jump right there.
Air 175, Earth 175, Fire 175, Water 175,
​
Life 250, Death 325, Rebirth 325, Undead 325,
​
Angel 250, Demon 250, Devil 250, Female 125, Male 125,
​
Power 400, Inner Power 250, Outward Force 250, Magic 325, Empower 325,
​
Confusion 250, Control 325, Darkness 250, Dimensions 225, Evil 175, Faith 225, Fear 325,
Five Senses 325, Good 175, Hate 250, Jealousy 250, Joy 250, Knowledge 325, Light 175, Mystic Knowledge 325,
Nature 325, Negate 400, Peace 250, Protection 175, Suffering 250,
All Circles have an individual XC cost, click on Circle desired below costs and descriptions
Protection Circles, Summoning Circles, Power Circles,
​
~Mystic Symbol Descriptions~
​
Symbols of the Elements
These represent the 4 elements of Nature, those being Air, Earth, Fire and Water. These Symbols will connect a Circle to an individual Elemental Plane, or can be used to draw power from that chosen Elemental Plane.
These will be used in Circles of Protection (only one Element per Circle!), Summoning (to conjure forth the Elementals themselves) and in Power Circles (Invisibility, Ensorcel Weapon, etc).
​




Symbols of Being
These are the Symbols used to represent Life itself, and all of its various stages. These powerful Symbols can be found in Circles of Protection (two of them are in Protection from Nature), Summoning (three of these can be found in the Summoning Circle for UnDead), and in Power Circles (Death, Wonder, etc.).
​
.png)



Symbols of The Beings
These are very specific Symbols related to individual creatures, or Beings, found in and around our lands. There were very likely many more of these unique racial Symbols at one time, unfortunately most of those have been lost to history and these five remain. These Symbols can be found in Circles of Protection, Summoning and in Power Circles such as Dominate.
​​





Symbols of Source
Consider these mighty Symbols the batteries of the mystic writing world. Most circles will have one of these to either help fuel the effects of the Circle, or to help direct where the power source stemmed from originally. These are found throughout all of the Circles.
​​


.png)


Symbols of Conditions
These numerous Symbols are used to define, refine and outline the parameters of what a Circle can do, and where/how it's energies will be used and channeled. These Symbols are used throughout all Circles.
​

.png)


.png)
.png)


.png)




.png)
.png)


.png)

~ Protection Circles and XC Costs ~
All Protection Circles work in the same basic way,
with the exception of what they actually Protect you from. A Protection Circle from Angels does exactly that, protects you from Angels. It does nothing to stop anyone who is not an Angel but may be working for one, that would need a separate Circle more specific to the new threat.
All Protection Circles need a proper completed Circle scroll finished and contained within a rope circle laid on the ground with a diameter (all the ways across the circle) of no more than 5 feet across.
​
Effects for the Circle Maker~
Any safety to be found from a Protection Circle is only active if the Circle Maker is IN the Circle. Leaving the Circle will cancel the Protection. If the Circle still has a duration left, then the Circle Maker may leave and re-enter the Circle and use all it's effects without re-casting, or re-spending any Mana.
The Protection Circle will stop ALL damage and effects, magical or not, from any Skill use or Magic effect that originates from what ever the Circle is designed to negate. A Circle of Protection against Wraiths will not only stop any Wraith of any Level from striking a Circle Master physically (just like the spell of Sanctuary, the borders of the Circle may not be passed by the creature or anythings it holds or throws), but the Protection Circle will also stop any magic as well that originates from that source as well ( in the case of Wraiths, the vile things can not use their impressive Psionic abilities against a Circle Maker within their Circle). To sum it all up, there is just no way a Character can effect a Circle Maker sitting within the appropriate Circle. The Protection Circles offer no protection at all from any other source than what they are specifically designed for, as in a Protection Circle versus Faeries, will have no effect and will be ignored by the UnDead and all others.
​
Effects for Others in a Circle Makers Protection Circle~
A Circle Maker may invite others to stand inside of the rope circle laid out on the ground, and they too will receive some of the protection it provides. The activated Circle must have the Circle maker within it, and the Character must be invited by the Circle Maker into the Circle. Others may try to stand in the Circle uninvited, but they will receive no benefits or protection unless the Circle Maker has asked for them to be there. Those that are invited in will be protected from physical harm in the same manner of the Circle Maker, physically the borders of the Circle MAY NOT BE PASSED by any part or weapon that stems from the Protected against source. They do not though, share the Circle Makers immunity to magic that stems from the protected against source.
For example,
a Circle Maker and five of his friends hear the roar of a Demon from the woods. The Circle Maker lays out a circle of rope and makes a Circle Scroll of Protection from Demons, and just in time too! Now the dread creature is walking into town. The Circle Maker sits in their Circle and invites his 5 friends to stand inside the circle with him. The clawed horror lurches straight to the Circle, raises a long sword and strikes! All within the Circle breathe a sigh of relief when the sword bounces harmlessly off of the circles magically protected edges. After a few failed attempts at violence, the Demon stands back and simmers. Then it tries to "Persuade" (using it's Spell Magic) the Circle Maker to cancel his Circles magic. The Circle Maker laughs loudly and offers a few choice insults to the wretched creature. The Wraith then turns it's gaze to one of the five folks invited into the Circle, and chants again. "Kill the Circle Maker, Persuade 5M". If the Character the wraith is trying to effect can not stop this on their own, the Circle WILL NOT STOP THIS, as it is magic, and only the Circle Maker themselves are fully protected.
​
All Protection Circles shall be coloured as follows ~
Main Circle: Black, "X": Green, Small Circles: Lower left: Silver, Upper left: Blue, Upper right: Gold.
Protection Circles XC and Descriptions ~
Just click on the Protection Circle of choice~
Angels 400, Circles 325, Clerics 350, Demons 450, Devils 400,
Elementals 500, Faerie Folk 500, Ghosts 300, Invisible 325, Nature 550,
Psionics 350, Runes 600, UnDead 450, Were-Creatures 425, Wizards 350,
​​​​​​​​​​
Protection From Angels
​
Mana - 10 to cast, 5 to reactivate
Symbols needed - Protection, Angels, Good,
Level 1
Character must announce " Protection from Angels 10M ".
Provides all benefits as listed above in the Protection Circle
description against all Angels.
Effects last for 10 minutes.
Character receives effects inside the circle only.
Level 2
Character must announce " Protection from Angels 20M ".
Effects last for 20 minutes.
Character receives effects inside the circle only.
Level 3
Character must announce " Protection from Angels 30M ".
Effects last for 30 minutes.
Character receives effects inside the circle only.
​

Protection From Circles

Protection from Clerics
​
Mana - 10 to cast, 5 to reactivate
Symbols needed - Protection, Female/Male,
Dimensions, Outward Force,
Level 1
Character must announce " Protection from Clerics 10M ".
Provides all benefits as listed above in the Protection Circle
description against all Priestly based Guilds.
Effects last for 10 minutes.
Character receives effects inside the circle only.
Level 2
Character must announce " Protection from Clerics 20M ".
Effects last for 20 minutes.
Character receives effects inside the circle only.
Level 3
Character must announce " Protection from Clerics 30M ".
Effects last for 30 minutes.
Character receives effects inside the circle only.
​

Protection from Demons
​
Mana - 10 to cast, 5 to reactivate
Symbols needed - Protection, Demons, Evil
Level 1
Character must announce " Protection from Demons 10M ".
Provides all benefits as listed above in the Protection Circle
description against all Demons.
Effects last for 10 minutes.
Character receives effects inside the circle only.
Level 2
Character must announce " Protection from Demons 20M ".
Effects last for 20 minutes.
Character receives effects inside the circle only.
Level 3
Character must announce " Protection from Demons 30M ".
Effects last for 30 minutes.
Character receives effects inside the circle only.
​

Protection from Devils
​
​
Mana - 10 to cast, 5 to reactivate
Symbols needed - Protection, Devil, Evil
Level 1
Character must announce " Protection from Devils 10M ".
Provides all benefits as listed above in the Protection Circle
description against all Devils.
Effects last for 10 minutes.
Character receives effects inside the circle only.
Level 2
Character must announce " Protection from Devils 20M ".
Effects last for 20 minutes.
Character receives effects inside the circle only.
Level 3
Character must announce " Protection from Devils 30M ".
Effects last for 30 minutes.
Character receives effects inside the circle only.
​

Protection from Elementals
​
Mana - 10 to cast, 5 to reactivate
Symbols needed - Protection, Air, Earth, Fire, Water
Level 1
Character must announce " Protection from Elementals 10M ".
Provides all benefits as listed above in the Protection Circle
description against all Elementals.
Effects last for 10 minutes.
Character receives effects inside the circle only.
Level 2
Character must announce " Protection from Elementals 20M ".
Effects last for 20 minutes.
Character receives effects inside the circle only.
Level 3
Character must announce " Protection from Elementals 30M ".
Effects last for 30 minutes.
Character receives effects inside the circle only.
​​

Protection from Faerie Folk
​
Mana - 10 to cast, 5 to reactivate
Symbols needed - Protection, Good, Evil,
Level 1
Character must announce " Protection from Faerie Folk 10M ".
Provides all benefits as listed above in the Protection Circle
description against all Faerie Folk.
Effects last for 10 minutes.
Character receives effects inside the circle only.
Level 2
Character must announce " Protection from Faerie Folk 20M ".
Effects last for 20 minutes.
Character receives effects inside the circle only.
Level 3
Character must announce " Protection from Faerie Folk 30M ".
Effects last for 30 minutes.
Character receives effects inside the circle only.
​

Protection from Ghosts
​
Mana - 10 to cast, 5 to reactivate
Symbols needed - Protection, Dimensions, Female, Male,
Level 1
Character must announce " Protection from Ghosts 10M ".
Provides all benefits as listed above in the Protection Circle
description against all Ghosts.
Effects last for 10 minutes.
Character receives effects inside the circle only.
Level 2
Character must announce " Protection from Ghosts 20M ".
Effects last for 20 minutes.
Character receives effects inside the circle only.
Level 3
Character must announce " Protection from Ghosts 30M ".
Effects last for 30 minutes.
Character receives effects inside the circle only.
​

Protection from Invisible
​
Mana - 10 to cast, 5 to reactivate
Symbols needed - Protection, Knowledge, Inner Power,
Outward Force, Magic
Level 1
Character must announce " Protection from Invisible 10M ".
Provides all benefits as listed above in the Protection Circle
description against all Invisible Players and NPC/Monsters.
Also allows the Summoner alone to see the Invisible.
Effects last for 10 minutes.
Character receives effects inside the circle only.
Level 2
Character must announce " Protection from Invisible 20M ".
Also allows the Summoner alone to see the Invisible.
Effects last for 20 minutes.
Character receives effects inside the circle only.
Level 3
Character must announce " Protection from Invisible 30M ".
Also allows the Summoner alone to see the Invisible.
Effects last for 30 minutes.
Character receives effects inside the circle only.
​

Protection from Nature
​
Mana - 10 to cast, 5 to reactivate
Symbols needed - Protection, Female, Male, Life, Death,
Level 1
Character must announce " Protection from Nature 10M ".
Provides all benefits as listed above in the Protection Circle
description against all Nature based Guilds.
Provides no protection against a Shamans Were-Form
( that is a different Circle ) or a Warlocks Elemental
( again, a different Circle )
Effects last for 10 minutes.
Character receives effects inside the circle only.
Level 2
Character must announce " Protection from Nature 20M ".
Effects last for 20 minutes.
Character receives effects inside the circle only.
Level 3
Character must announce " Protection from Nature 30M ".
Effects last for 30 minutes.
Character receives effects inside the circle only.
​

Protection from Psionics
​
Mana - 10 to cast, 5 to reactivate
Symbols needed - Protection, Female, Male, Inner Power,
Outward Force,
Level 1
Character must announce " Protection from Psionics 10M ".
Provides all benefits as listed above in the Protection Circle
description against all Psionic based Effects.
Effects last for 10 minutes.
Character receives effects inside the circle only.
Level 2
Character must announce " Protection from Psionics 20M ".
Effects last for 20 minutes.
Character receives effects inside the circle only.
Level 3
Character must announce " Protection from Psionics 30M ".
Effects last for 30 minutes.
Character receives effects inside the circle only.
​

Protection from Runes
​
Mana - 10 to cast, 5 to reactivate
Symbols needed - Protection, Mystic Knowledge, Good,
Evil, Magic,
Level 1
Character must announce " Protection from Runes 10M ".
Provides all benefits as listed above in the Protection Circle.
Effects last for 10 minutes.
Character receives effects inside the circle only.
Level 2
Character must announce " Protection from Runes 20M ".
Provides all benefits as listed above in the Protection Circle.
Effects last for 20 minutes.
Character receives effects inside the circle only.
Level 3
Character must announce " Protection from Runes 30M ".
Provides all benefits as listed above in the Protection Circle.
Effects last for 30 minutes.
Character receives effects inside the circle only.
​

Protection from UnDead
​
​
Mana - 10 to cast, 5 to reactivate
Symbols needed - Protection, UnDead, Evil, Power, Magic
Level 1
Character must announce " Protection from Undead 10M ".
Provides all benefits as listed above in the Protection Circle
description against all Undead.
Effects last for 10 minutes.
Character receives effects inside the circle only.
Level 2
Character must announce " Protection from Undead 20M ".
Character receives effects inside the circle only.
Level 3
Character must announce " Protection from Undead 30M ".
Character receives effects inside the circle only.
​
​
​

Protection from Wizards
​
Mana - 10 to cast, 5 to reactivate
Symbols needed - Protection, Female, Male, Magic,
Outward Force,
Level 1
Character must announce " Protection from Wizards 10M ".
Provides all benefits as listed above in the Protection Circle
description against all Mana based Effects.
Effects last for 10 minutes.
Character receives effects inside the circle only.
Level 2
Character must announce " Protection from Wizards 20M ".
Effects last for 20 minutes.
Character receives effects inside the circle only.
Level 3
Character must announce " Protection from Wizards 30M ".
Effects last for 30 minutes.
Character receives effects inside the circle only.
​

Protection from Were-Creatures
​
Mana - 10 to cast, 5 to reactivate
Symbols needed - Protection, Rebirth, Female, Male,
Inner Power,
Level 1
Character must announce " Protection from Were-Creatures 10M ".
Provides all benefits as listed above in the Protection Circle
description against all Were-Creatures.
Effects last for 10 minutes.
Character receives effects inside the circle only.
Level 2
Character must announce " Protection from Were-Creatures 20M ".
Effects last for 20 minutes.
Character receives effects inside the circle only.
Level 3
Character must announce " Protection from Were-Creatures 30M ".
Effects last for 30 minutes.
Character receives effects inside the circle only.
​

~ Summoning Circles and XC Costs ~
All Summoning Circles work in the same way, and there are two different ways to do it.
In Town at the Main Summoning Circle~ To use the Main Summoning Circle of Town, first go to the Gatehouse and inform the Count or the Gatekeeper of what type and Level of monster you are trying to Summon. Then go to the Summoning Circle, draw your symbols in chalk, and wait. Gatehouse will provide an NPC in the appropriate costume and with all magic capabilities loaded up and ready to go.
Out of Town and in the wilds~ You must have the Monsters Character Card, that Monsters lootable body part and a dead body. You will then prepare (or pull out a pre-prepared) Circle Scroll, place it on the dead body and start a Summoning. When finished, the dead body will be what you summoned, but may not be at full strength (because you started with a corpse) and may not have it's full capacity of Skills and Magic due to the fact that the Summoner themselves may not have had those items on them to give to their creature, At anytime, a Summoned creature may be brought by it's "Master" to the Gatehouse to claim their full compliment of magic stuff.
​
Once the Summoned Monster appears~ there shall be a Battle of Wills. This will determine how subservient the Monster will be to it's new Master, and happens like this. The two will have a match of "Stones and Bones", a modified Rock, Paper Scissors, and whomever wins 3 out of 5 first, will have control over the Monster, be that the Summoner, or the Monster keeps it's free will and does as it wishes with no control or restraints upon them what-so-ever.
Stones and Bones works like this~ both the Summoner and the Monster will hold one hand flat out and in front of them with the palm up towards the sky, and with the other hand they will make a fist and hold it above the first hand. They will then bounce the fist off of the lower open hand three times, then on the landing of the fourth hand bounce they will stop the fist in place and show if they choose a Stone (a closed fist) or a Bone (a closed fist with the index finger extended in a pointing manner. During the three hand bounces and BEFORE the fourth bounce and reveal, the Summoner will call out for both to hear either "Odds" or "Evens". Odds, or being at odds with each other, means that after the fourth bounce when the hand stops and reveals their choice, one of the two will be showing a Stone, and the other will be showing a Bone. Evens, or being evenly matched with each other, means that after that fourth bounce, both will be showing the same signal, either both Stones, or both Bones. If the Summoner can successfully predict the outcome of the match as they are bouncing the hands and before the reveal, the the Summoner has won that round, and must now only win two more to finish the 3 out of 5 competition. If the Summoner is wrong (Summoner declares "Evens" but the result was at Odds), then the Monster wins that round, and needs only two more wins then it can do as it pleases.
If the Summoner wins 3 matches and the Monster wins none~ the Monster is now completely subservient to it's new Master, and MUST follow all commands given it, both in spirit and intent, to the best of its abilities. It has no will left of its own, its resistance to the Summoner a been completely shattered by the Summoner and the power of a perfect Circle.
If the Summoner wins 3 matches and the Monster wins 1~ the Summoner still wins, the Circles power takes effect and the Monster must obey its new Master, mostly. The creatures one win allows it to retain some of its own free will, and now the Monster must obey all commands, but they are allowed to freely "interpret" every third command in their own special way.
For example~
a Summoner and his summoned Demon are walking through the woods. Master commands "Stop Demon" and so the Demon does. Master looks around to see if the two of them are alone out there, but also knows that the Demon has better eyes than his and can see hidden and invisible things. Master now commands "Do you sense any foe around us Demon?", and the Demon does see a potential foe out there, hidden by a tree. "Yes Master" it must reply truthfully. Master commands "Hide yourself Demon!" and so it does, behind a sapling only 4 feet tall and 1 inch wide, "I AM HIDDEN MASTER!" shouts the Demon. On that third command to hide itself, the Demon must follow the command to the letter, it DID hide, but not necessarily to the commands intent, it did shout, revealing its poorly hidden self. The results of the Stones and Bones Battle of Wills will last for the entire duration of the Summoning, and can not be re-done. Of course, the Summoner may choose to cancel the magic of the constraining Circle at any time.
If the Summoner wins 3 matches and the Monster wins 2~ the Monster is now free to interpret every 2 out of 3 commands to its liking. Just like the example above, the creature MUST obey every command, but can freely obey in whatever manner it chooses.
Using the example above,
but altering it because the Monster now won 2 matches before losing to the Summoner, the Demon would follow the first command to stop. The second command could be interpreted by the Demon in this manner- Master commands "Do you sense any foe around us Demon?" and the Demon answers "I do not know Master but I will find out. HEY! IS THERE ANY ONE OUT THERE? MY MASTER WANTS TO KNOW!", shouts the Demon. Also the creature can still interpret the third command by hiding poorly and loudly. It is probably best for the Summoner to practice a Catch and Release methodology here, and cancel the magic.
If the Monster wins the Battle of Wills~ then the Monster is free to do as it will immediately. This could mean an instant attack upon the foolish mortal that tried to command it, the Monster could run and attack any and all that it wishes, or the creature could just cancel the Circle itself, and go back to wherever it came from. That choice is up to the Monster.
​
Negate Wins~ All Summoners have the capacity to Negate a Win of the creature they summoned. In each Battle of Wills they may negate any winning round by the creature equal to their Character Level. A Level 1 Summoner may negate 1 win per each Battle of Wills, a Level 2 can negate 2 times per Battle, and 3 negates for a Level 3 Summoner. Lower Level Monsters may have no capacity to Negate Wins themselves, their will power is just too weak versus the Circles might, but higher Level Monsters DO have the ability to negate the Summoners wins just as the Summoner can negate theirs. These Negated Wins are immediately discarded and forgotten and have no bearing in the end result of the Battle of Wills. Once negated, it is just as if that round of the match never happened.
​
All Summoning Circles shall be coloured as follows ~
Main Circle: Blue, "X": Silver, Small Circles: Lower left: Green, Upper left: Blue, Lower right:Black, Upper right: Red.
Summoning Circles and XC costs
Angel 550, Demon 550, Demon-Spawn 350, Devil 500, Devil-Kyn 350, Elemental 600,
Faerie 550, Ghosts 450, Golem 600, UnDead 500, Were-Creature 450, Wraith 650,
​
~ Summoning Circle Descriptions ~
Summon Angel
​
Mana Costs - All Summoning Circles will cost 10 Mana
per Level of creature to be Summoned.
Symbols Needed - Protection, Angel, Good, Dimensions,
Duration -
All Summoning Circles at Level 1 last for 1 hour.
Character must announce " Summon _______ 1H ".
​
All Summoning Circles at Level 2 add one Negate Wins to the
Summoners total and last for 2 hours.
Character must announce " Summon _______ 2H ".
​
All Summoning Circles at Level 3 add two Negate Wins to the
Summoners total and last for 3 hours.
Character must announce " Summon _______ 3H ".
​

Summon Demon
​
Mana Costs - All Summoning Circles will cost 10 Mana
per Level of creature to be Summoned.
Symbols Needed - Protection, Outward Force, Dimensions, Demon
Duration -
All Summoning Circles at Level 1 last for 1 hour.
Character must announce " Summon _______ 1H ".
​
All Summoning Circles at Level 2 add one Negate Wins to the
Summoners total and last for 2 hours.
Character must announce " Summon _______ 2H ".
​
All Summoning Circles at Level 3 add two Negate Wins to the
Summoners total and last for 3 hours.
Character must announce " Summon _______ 3H ".
​

Summon Demon-Spawn
​
Mana Costs - All Summoning Circles will cost 10 Mana
per Level of creature to be Summoned.
Symbols Needed - Protection, Inner Power, Hate, Demon
Duration -
All Summoning Circles at Level 1 last for 1 hour.
Character must announce " Summon _______ 1H ".
​
All Summoning Circles at Level 2 add one Negate Wins to the
Summoners total and last for 2 hours.
Character must announce " Summon _______ 2H ".
​
All Summoning Circles at Level 3 add two Negate Wins to the
Summoners total and last for 3 hours.
Character must announce " Summon _______ 3H ".
​

Summon Devil
​

Mana Costs - All Summoning Circles will cost 10 Mana
per Level of creature to be Summoned.
Symbols Needed - Protection, Outward Force, Dimensions, Devil
Duration -
All Summoning Circles at Level 1 last for 1 hour.
Character must announce " Summon _______ 1H ".
​
All Summoning Circles at Level 2 add one Negate Wins to the
Summoners total and last for 2 hours.
Character must announce " Summon _______ 2H ".
​
All Summoning Circles at Level 3 add two Negate Wins to the
Summoners total and last for 3 hours.
Character must announce " Summon _______ 3H ".
​
Summon Devil-Kyn
​
Mana Costs - All Summoning Circles will cost 10 Mana
per Level of creature to be Summoned.
Symbols Needed - Protection, Inner Power, Jealousy, Devil
Duration -
All Summoning Circles at Level 1 last for 1 hour.
Character must announce " Summon _______ 1H ".
​
All Summoning Circles at Level 2 add one Negate Wins to the
Summoners total and last for 2 hours.
Character must announce " Summon _______ 2H ".
​
All Summoning Circles at Level 3 add two Negate Wins to the
Summoners total and last for 3 hours.
Character must announce " Summon _______ 3H ".
​

Summon Elementals
​

Mana Costs - All Summoning Circles will cost 10 Mana
per Level of creature to be Summoned.
Symbols Needed - Protection, Elemental Symbol of Element to be summoned
(the Fire symbol is in the picture), Dimensions, Power
Duration -
All Summoning Circles at Level 1 last for 1 hour.
Character must announce " Summon _______ 1H ".
​
All Summoning Circles at Level 2 add one Negate Wins to the
Summoners total and last for 2 hours.
Character must announce " Summon _______ 2H ".
​
All Summoning Circles at Level 3 add two Negate Wins to the
Summoners total and last for 3 hours.
Character must announce " Summon _______ 3H ".
​
Summon Faeries
​
Mana Costs - All Summoning Circles will cost 10 Mana
per Level of creature to be Summoned.
Symbols Needed - Protection, Magic, Good, Evil
Duration -
All Summoning Circles at Level 1 last for 1 hour.
Character must announce " Summon _______ 1H ".
​
All Summoning Circles at Level 2 add one Negate Wins to the
Summoners total and last for 2 hours.
Character must announce " Summon _______ 2H ".
​
All Summoning Circles at Level 3 add two Negate Wins to the
Summoners total and last for 3 hours.
Character must announce " Summon _______ 3H ".
​

Summon Ghosts
​
Mana Costs - All Summoning Circles will cost 10 Mana
per Level of creature to be Summoned.
Symbols Needed - Protection, Dimensions, Male, Female
Duration -
All Summoning Circles at Level 1 last for 1 hour.
Character must announce " Summon _______ 1H ".
​
All Summoning Circles at Level 2 add one Negate Wins to the
Summoners total and last for 2 hours.
Character must announce " Summon _______ 2H ".
​
All Summoning Circles at Level 3 add two Negate Wins to the
Summoners total and last for 3 hours.
Character must announce " Summon _______ 3H ".
​

Summon Golems
​
Mana Costs - All Summoning Circles will cost 10 Mana
per Level of creature to be Summoned.
Symbols Needed - Protection, Mystic Knowledge, Magic, Earth
Duration -
All Summoning Circles at Level 1 last for 1 hour.
Character must announce " Summon _______ 1H ".
​
All Summoning Circles at Level 2 add one Negate Wins to the
Summoners total and last for 2 hours.
Character must announce " Summon _______ 2H ".
​
All Summoning Circles at Level 3 add two Negate Wins to the
Summoners total and last for 3 hours.
Character must announce " Summon _______ 3H ".
​​

Summon UnDead
​
Mana Costs - All Summoning Circles will cost 10 Mana
per Level of creature to be Summoned.
Symbols Needed - Protection, ReBirth, Life, Death
Duration -
All Summoning Circles at Level 1 last for 1 hour.
Character must announce " Summon _______ 1H ".
​
All Summoning Circles at Level 2 add one Negate Wins to the
Summoners total and last for 2 hours.
Character must announce " Summon _______ 2H ".
​
All Summoning Circles at Level 3 add two Negate Wins to the
Summoners total and last for 3 hours.
Character must announce " Summon _______ 3H ".
​

Summon Were-Creatures
​
Mana Costs - All Summoning Circles will cost 10 Mana
per Level of creature to be Summoned.
Symbols Needed - Protection, Suffering, Jealousy, Hate
Duration -
All Summoning Circles at Level 1 last for 1 hour.
Character must announce " Summon _______ 1H ".
​
All Summoning Circles at Level 2 add one Negate Wins to the
Summoners total and last for 2 hours.
Character must announce " Summon _______ 2H ".
​
All Summoning Circles at Level 3 add two Negate Wins to the
Summoners total and last for 3 hours.
Character must announce " Summon _______ 3H ".
​

Summon Wraith
​
Mana Costs - All Summoning Circles will cost 10 Mana
per Level of creature to be Summoned.
Symbols Needed - Protection, UnDead, Evil, Power
Duration -
All Summoning Circles at Level 1 last for 1 hour.
Character must announce " Summon _______ 1H ".
​
All Summoning Circles at Level 2 add one Negate Wins to the
Summoners total and last for 2 hours.
Character must announce " Summon _______ 2H ".
​
All Summoning Circles at Level 3 add two Negate Wins to the
Summoners total and last for 3 hours.
Character must announce " Summon _______ 3H ".
​

~ Power Circles and XC Costs ~
​
Colours
The single large outer Circle must be drawn in Gold marker.
The four smaller circles must also be coloured as well - The lower left must be Silver, the upper left must be Green and upper right must be Silver.
The two long lines that cut the Circle into four parts must be Blue.
All Symbols must also be coloured appropriately as well as listed above.
​
To complete the casting of the Circle the Character must announce " Power Circle of ________ ".
Any effects that the Circle allows must also be announced when used, either right away or when the Summoner wishes.
​
Power Circles and XC costs​
All Seeing 520, Animate Dead 600, Death 960, Dominate 660, Ensorcel Weapon 400,
Healing 300, Invisibility 710, Knowledge 480, Pain 440, Persuade 440,
Power 800, Power Leech 600, Power Matrix 1000, Teleport 770, Wonder 550,
​​
~ Power Circle Descriptions ~
​
All Seeing
​
Mana ~ 10 Mana to create, 5 Mana to reactivate.
Symbols needed ~ Dimensions, Knowledge, Mystic Knowledge,
Inner Power
Action
Character Must raise hand above their eyes as if to shield them
from the sun and the hand must be held closed in a fist.
Character must announce " See the Hidden ".
Effect
As long as the Hand stays above the eyes the Character may see
Hidden Players, objects etc.
Effects for the Character are without duration as long as they
stay within an active Circle, and need only to be signaled when
actively used, and are not lost with the lowering of the hand.
If the Character leaves the Circle, they can take the magic with
them by announcing "See the Hidden 5M ".
This requires a reactivation of the Circle and Mana spent.
Character must signal as above and effects last 5 minutes, but are immediately lost with the lowering of the hand.
Character can also place the effects on a Target Player inside the Circle through touch and announcing " See the Hidden 3M " This requires a reactivation of the Circle and Mana spent.
Target Player must signal as above, effects last for 3 minutes, but are immediately lost with the lowering of the hand.
Level 2
All of Level 1 benefits or
Action
Character Must raise hand above their eyes as if to shield them from the sun and the hand must be held open and flat on top of the eyes.
Character must announce " See the Invisible ".
Effect
As long as the Hand stays above the eyes the Character may see invisible Players, objects etc. Effects are lost with the lowering of the hand.
Effects for the Character are without duration as long as they stay within an active Circle, and need only to be signaled when actively used, and are not lost with the lowering of the hand.
If the Character leaves the Circle, they can take the magic with them by announcing "See the Invisible 5M ". This requires a reactivation of the Circle and Mana spent.
Character must signal as above and effects last 5 minutes, but are immediately lost with the lowering of the hand.
Character can also place the effects on a Target Player inside the Circle through touch and announcing " See the Invisible 3M " This requires a reactivation of the Circle and Mana spent.
Target Player must signal as above, effects last for 3 minutes, but are immediately lost with the lowering of the hand.
Level 3
All of Level 1 or 2 benefits or
Action
Character Must raise hand below their eyes as if to shield them from the sun if it was reflecting off of a mirrored floor, and the hand must be held open and flat below the level of the eyes.
Character must announce " See the Astral ".
Effect
As long as the Hand stays below the eyes the Character may see Astral Players, objects etc. Effects are lost with the lowering of the hand.
Effects for the Character are without duration as long as they stay within an active Circle, and need only to be signaled when actively used, and are not lost with the lowering of the hand.
If the Character leaves the Circle, they can take the magic with them by announcing "See the Astral 5M ". This requires a reactivation of the Circle and Mana spent.
Character must signal as above and effects last 5 minutes, but are immediately lost with the lowering of the hand.
Character can also place the effects on a Target Player inside the Circle through touch and announcing " See the Astral 3M " This requires a reactivation of the Circle and Mana spent.
Target Player must signal as above, effects last for 3 minutes, but are immediately lost with the lowering of the hand.
​

Animate Dead
​
Mana ~ 15 Mana to create, 10 Mana to reactivate.
Symbols needed ~ Rebirth, Protection, Magic, UnDead,
Action
Character must have two or less dead Target Player(s) to Animate.
Character must have a Level 1 UnDead NPC / Monster information card to give to
each of the dead Target Player(s). NPC/Monster Cards are available at GateHouse.
Character must make sure Dead Target Player fully understands their new role.
Character must announce "Rise and obey your master 10M"
Effect
The dead Target Player is now a mindless Zombie under the complete direction of the casting Character and as so may only perform the most simple of tasks for its Master. Example - Go there, Stay, Guard this, Get them, etc.
Zombies may not speak, and remember nothing of their former lives or friendships, and can relate no information about their life ( when they were alive of course ) in any way. Nor can Zombies use any Skill, Spell, Psionic, Circle, Rune or Prayer that the Target Player knew in life. Zombies have their own abilities, which means they use them naturally and at will anytime they want, and that is all.
Character can use the effects of this Spell twice per casting, but each Zombie must be Animated seperately of each other AND must have their own NPC/Monster Info Card.
No Target Player may be made into a Zombie more than Once per day by the same casting Character. At the end of the duration of the magic the Zombies fall to the ground as the dead characters they were, and the casting Character can not Animate that Dead Target Player again until after midnight that day. There is only so long one can respectfully play with the dead.
Effects last 5 minutes.
Level 2
Character must have three or less dead Target Player(s) to Animate.
Character must have a Level 1 - 3 UnDead NPC / Monster information card to give to
each of the dead Target Player(s). NPC/Monster Cards are available at GateHouse.
Character must make sure Dead Target Player fully understands their new role.
Character must announce "Rise and obey your master 20M"
Level 3
Character must have four or less dead Target Player(s) to Animate.
Character must have a Level 1 - 5 UnDead NPC / Monster information card to give to
each of the dead Target Player(s). NPC/Monster Cards are available at GateHouse.
Character must make sure Dead Target Player fully understands their new role.
Character must announce "Rise and obey your master 30M"
​

Death
​
Mana ~ 25 Mana to create, 20 Mana to reactivate.
Symbols needed ~ Death, Power, Inner Power, Suffering,
Action
Character must be wearing Punch Gloves.
Character must drop all weapons held in their hands.
Character must wrap both their arms in a bear hug style around
the body of the Target Player and hold Target Player for 3 seconds.
Character must announce " Drain ".
Effect
Target Player receives 6 Hit Points of damage to the Body.
Character receives + 1 Hit Point to their Body, Arms and Legs each,
with each Drain.
Character can not raise their Hit Points above their normal maximum,
any extra Hit Points are lost.
Character retains this ability for 1 minute after leaving the Circle.
Character may Drain 1 Target Player per casting.
Level 2
Character can Drain up to 2 Target Players within a duration of 2 minutes.
Level 3
Character can Drain up to 3 Target Players within a duration of 3 minutes.
​

Dominate
​
​
Mana ~ 20 Mana to create, 15 Mana to reactivate.
Symbols needed ~ Outward Force, Female, Male, Power,
Action
Character must make eye contact with Target Player
Character must make a fist with the index and middle finger
upright and pass it between the targets eyes and their own.
Character must announce " Dominate ".
Effect
Target Player must perform whatever task or action the
Character asks, within reason. Dominate has a very robust
anti-suicide clause, but little else. A Dominating Character
may not tell Target Player to kill themselves, nor anyone
they share Clan Nature with. Nor can Dominate convince a
Target Player to cause direct harm to any of those listed above. Anything else goes.
Dominate can be used once per casting on a NPC / monster or on a Player Character.
Character receives effects inside the circle only.
Level 2
Dominate can be used twice per casting on a NPC / monster or on a Player Character.
Character receives effects inside the circle only.
Level 3
Dominate can be used three times per casting on a NPC / monster or on a Player Character.
Character receives effects inside the circle only.
​

Ensorcel Weapon
​
Mana ~ 25 per casting, reactivated or new.
Symbols needed ~ (Weapon), Magic, Death, Earth,
Ensorceled Weapons temporarily act as Enchanted Weapons
and may be used to strike NPC/Monsters that may not be
hit by normal weapons.
The Summoner may give the Ensorceled weapon away to another
Player to carry and the magic will last for 10 minutes after the
weapon leaves the Circle.
Character can keep the weapon and leave the Circle and the magic
will last for 30 minutes after the weapon leaves the Circle. If the
casting Character chooses to keep the Ensorceled weapon the
weapon and its effects can only be used by the casting Character
and none other. If the weapon is given to another or taken away
and used, all effects of the Circle are lost as soon as it leaves
the Circle Lords possession.
A small drawing of the weapon Ensorceled must be included in the open unused top section of the Circle. If the Circle is left behind, and if it is later reactivated, it may only Ensorcel the weapon type drawn, sword, axe, mace, hammer, spear etc..
Action
Target player must be lying on the ground and must be wearing Heavy Armour Lv2 or less.
Character must stab target player in the chest with a thrusting tip or blade 8 inches long or greater.
Character must yell " Run Through ".
Effect
Target Player receives 6 Hit Points of damage to the Body.
- OR -
Action
Character must have a two handed mass weapon( large Hammers, Axes, Maces, Pole Arm etc. )
Character must hit the ground with the weapon and announce "Shockwave".
Effect
All Players within a 10 foot radius of the Character must travel directly away from the Character for 6 feet and fall down to the ground.
Level 2
The Character can now Run Through 2 Target Players
- OR -
Create 2 Shockwaves per casting.
Level 3
The Character can now Run Through 3 Target Players
- OR -
Create 3 Shockwaves per casting.
​

Healing
​
Regardless of Level, this Circle can only produce one effect per casting.
The Circle may be reactivated for a different effect by the Summoner later.
​
Mana ~ 20 Mana to create, 15 Mana to reactivate.
Symbols needed ~ Life, Inner Power, Power, Rebirth,
Action
Character must be in center of Circle, and as many Target Players as can be fit may be inside the Circle, as well.
Uninjured Target Players within the Circle receive no Effects.
Effect
Character must announce " Heal All 1 ".
Every Target Player that can stand both feet in the Circle, with the Summoner in the centre, receive
Body + 1, Arms + 1, Legs + 1.
Level 2
All of Level 1 benefits OR
One Target Player must be within the Circle.
The name of the Target Player must be written in the lower left hand corner, where a small circle would be, so that the name is in contact with the end of the long line.
Target Player receives Body + 3, Arms + 3, Legs + 3.
The Summoner may write their own name.
Level 3
All of Level 1 or 2 benefits OR
One Target Player must be within the Circle.
The name of the Target Player must be written in the lower left hand corner, where a small circle would be, so that the name is in contact with the end of the long line.
Character must announce " Resurrection 1".
Target Player is brought back to life with +1 Hit Point on their Body, Arms and Legs.
Target Player, even if they died with Mana or Prayers left in their Prayer Cycle, lose this extra Mana and Prayers with death, and are therefore Resurrected with zero Mana and no Prayers available. Mana and Prayers can be regained through the normal ways.
​

Invisiblity
​
​
Mana ~ 15 Mana to create, 10 Mana to reactivate.
Symbols needed ~ Water, Magic, Outward Force, Air,
Action
Character must announce " Invisible 3M ".
Effect
Character is now Invisible.
Character must hold left arm out with the forearm bent at 90 degrees,
bent to point upwards and the hand must be open in the air.
While Invisible, Character will not see other Invisible Targets or
Players, nor will they see those in shadow or in the Astral Plane,
only what is normally visible to all, unless one casting of the spell
turned two or more Players Invisible, then by the nature of the magic
involved, they may see each other, and not anything else Invisible.
Effects last until midnight if the Summoner never leaves the Circle,
if the Summoner leaves the Circle any time before that then the effects
linger for 3 minutes then they are lost.
Level 2
Character may make themselves, and 1 other Target Player who must be standing both feet inside the rope Circle, both Invisible.
Target Players are Invisible as long as they and the Summoner are present in the Circle. When the Summoner leaves, or the Target Player steps outside of the circumference of the rope, Target Player loses all effects immediately.
Level 3
Character may make themselves, and 2 other Target Players who both must be standing with their 2 feet inside the rope Circle, all of them Invisible.
Target Players are Invisible as long as they and the Summoner are present in the Circle. When the Summoner leaves, or the Target Player steps outside of the circumference of the rope, Target Player loses all effects immediately.
​

Knowledge
​
Mana ~ 20 to create, 15 to reactivate
Symbols needed ~ Inner Power, Knowledge, Mystic Knowledge,
UnDead,
Action
Character must be within an activated Knowledge Circle
Effect
Character can read and understand all written languages, and
can read Scrolls, even with no Read/Write Skill.
Level 2
All of Level 1 benefits OR
Action
Character must touch the forehead of a willing Target Player
standing with both feet in the rope circle.
Character must announce " Instant Knowledge 5M ".
Effect
Character can transfer their ability to perform any Skill the Character knows into a Target Player. The Target player now can perform the Characters Skill at the Characters level even though they personally do not possess the Skill themselves.
Effects last for 5 minutes.
- OR -
Character can use Instant Knowledge upon a dead Target Player within 1 foot of the Rope circle to have the dead tell the Character what happened to them in the last 30 seconds of their life. 30 seconds is as far back as the memory goes and the dead can relate no information other than what happened, from their point of view, in those last 30 seconds.
Effects are instant and there is no duration to this Spell if used this way. The Character casts, the Target Player speaks, and the magic is gone.
Level 3
All of Level 1or 2 benefits OR
Character can Create a Circle Scroll.
Action
Character must possess the appropriate Read/Write Skills to write a scroll.
Character must have a 8” by 11” piece of scroll parchment from the Mercantile. Any scroll not written on 'official' scroll parchment may not hold magic and may not be used.
Parchment must have the Spells Name written on top left.
Parchment must have the Spells effects written in the top centre and if there is a draw-able component, such as a Rune or Circle, it must be drawn accurately in the upper right corner of the Parchment.
Character must fully spend all appropriate Mana for the Spell desired and 5 Mana Points more to imbibe the scroll to hold the magic.
All writing on the parchment must be done in a language with a Read/Write Skill listed above.
All scrolls expire by midnight on the day they were made unless made permanent.
Effect
Creates a writable only scroll containing the selected spell.
​
Permanent Scrolls
Character must follow all rules as stated above, but the 5 Mana Point cost to imbibe a scroll is now a permanent Mana Point loss that will not replenish itself ever again. Example : Sally Scrollmistress, with 60 Mana Points, wishes to make a permanent scroll with Spell X that cost 20 Mana Points to cast, plus the 5 for the Scroll, so that's a total of 25 Mana Points. After the Scroll Sally has 35 Mana Points left. After a scribing a few more non permanent Scrolls that cost 30 Mana Points to accomplish, Sally finds that she only has 5 Mana Points left. She lays out a Circle of Power and sits within it and regains her Mana to her new maximum limit of 55. The 5 that she still had and the 50 that she lost due to Spell cost on her non permanent Scrolls she gains from sitting within the Circle for the appropriate length of time. The 5 Mana Points used in the permanent scroll making are lost and can only be replaced by purchasing new Mana with XC.
The magic of the permanent Scroll can be activated only AFTER the new permanent magic Scroll is registered on the Permanent Magic Item List in the Gate House.
​

Pain
​
Mana ~ 15 Mana to activate, 8 to reactivate.
Symbols needed ~ Suffering, Air, Fire, Hate,
Action
Character must throw rice at a Target Player and it must hit
the Target Player in the Body.
Character must announce " Pain 10S ".
Effect
Target player must fall to the ground as if their entire body is in
great pain. Target Player receives 1 Hit Point of Damage to
the Body and can do nothing but be racked with pain for 5 seconds.
Effects lasts for 5 seconds.
Character receives effects inside the circle only.
Level 2
Character may throw rice and announce " Pain 20S " twice per casting.
Character receives effects inside the circle only.
Level 3
Character may throw rice and announce " Pain 30S " three times per casting.
Character receives effects inside the circle only.
​

Persuade
​
Mana ~ 10 Mana to create, 5 Mana to reactivate.
Symbols needed ~ Magic, Female, Male, Mystic Knowledge,
Action
Character must make eye contact with Target Player.
Character must make a fist with the index and middle finger
upright and pass it between the targets victims eyes and their
own. Character must announce " Persuade ".
Effect
Target Player must perform whatever task or action the Character
asks, within reason. Persuade has a very robust anti-suicide clause.
Persuading Character may not tell Target Player to kill themselves,
their family, their clan or their loved ones. Nor can Persuade
convince a Target Player to cause direct harm to any of those listed above.
Anything else goes. Consider Persuade to be used as a con job, the
Character being the Con Artist, the Target Player the victim.
There is only so much anyone can talk anybody else into.
Persuade can be used once per casting on a NPC / monster only, not on a Player Character.
Character receives effects inside the circle only.
Level 2
Persuade can be used twice per casting on a NPC / monster only, not on a Player Character.
Character receives effects inside the circle only.
Level 3
Persuade can be used three times per casting on a NPC / monster only, not on a Player Character.
Character receives effects inside the circle only.
​

Power
​
​
Mana ~ 20 to create, 15 to reactivate
Symbols needed ~ Power, Inner Power, Outward Force, Magic
Action
Character must Announce " Mystic Armour 5M ".
Effect
Character receives +2 Body, +2 Arms and +2 Legs for as long as
they are in the Circle and also 5 minutes after they leave the Circle.
Example - a Summoner may draw and cast a Circle of Power, then
announce " Mystic Armour " and receive the effects. They may stay
in the Circle until five minutes to midnight if they should wish with
the Hit Point benefits all that time, but, when leaving the Circle they
must announce both the effect and the duration again, ie. " Mystic
Armour 5M " and the effects of this Circle last for five more minutes.
Character also may include up to two Target Players standing both feet in the rope circle, in the Magic of the Circle.
Character must touch Target Players one at a time and announce " Mystic Armour 5M" for each Target Player.
Target Player(s) receive Body +1, Arms +1, Legs +1.
The Duration of the Effects on Target Players start immediately, and not when they leave the Circle.
The Circle can provide 1 use for the Summoner and 2 uses for Target Players. If the summoner wishes a second use of this Circle they must reactivate it.
Level 2
All of Level 1 benefits OR
Action
Character must be stationary and may not move out of the Circle while in Sanctuary.
Character must raise left arm straight overhead with a closed fist.
Character must announce " Sanctuary ".
Effect
Character is now wrapped in an impenetrable bubble of Magic. Attacks, no matter what the nature of its origin Magic, Prayer, Skill, Sword etc., can not pass through the bubble, and the Character is immune from Physical harm, ie inside the bubble the Character is immune from any Hit Point damage.
Effects last for as long as the Summoner stays within the Circle.
~~NOTE~~
The Sanctuary bubble may be ' popped '. A 2 handed mass weapon ( great axe, maul, horse mans mace, heavy pole arm, etc. ) that must be an enchanted or blessed weapon, may be used to strike the ground a foot or so away from the rope circle of the Character in Sanctuary, on all four sides of the Character. This shatters and destroys the ground enough that proper contact with it can not be made and the Spell is ruined. Example - Syrus the Summoner sees Dug the Dwarf, coming her way and looking angry. The Circle Mistress holds up her fist and announces " Sanctuary ". Dug continues stalking straight for the Summoner as he readies his Pole Axe that he has already Honed the blade of ( using the Dwarfs natural ability to Hone Weapons so that they act as enchanted ) and hits the ground in front of Syrus. Dug then hits the ground to the left of the Summoner. The Dwarf pounds the ground behind Syrus, and then to Syrus's right and Syrus, very nervous now, must drop the raised fist and the Spell is cancelled.
Though the bubble is popped the Circle remains and may be reactivated, or removed as the Summoner wishes.
Level 3
All of Level 1 or 2 benefits OR
Action
Character must have an object with a surface of no less than 6 inches tall and 4 inches wide, or roughly the surface/labelled area around a pop can.
Character may only Enchant an object with Circle based Spell magic.
Character must already know the Circle they wish to Enchant.
Character must place a 6 inch high and 4 inch wide patch of coloured hockey tape on the item to be Enchanted that follows all rules laid out in the Magic Colours Chart for the Spell that they are Enchanting.
Character must spend 1 minute / Mana Point of Spell cost to cast an Enchantment.
Character must then announce " Enchant _______ ( insert Spell name here )".
Effect
The item properly marked is now Enchanted and may perform its Enchantment three times that day, unless otherwise specified by the Enchantment itself.
All Enchantments end at midnight unless the Character wishes to make the Enchantment permanent.
​
Permanent Enchantments
Character must follow all rules as stated above, but may colour the entire blade of a weapon, suit of armour etc. with the appropriate colours. Or if they wish a patch of hockey tape, well maintained, can be placed on the item measuring no less than 6 inches high and 4 inches wide. but the Mana Point cost is now a permanent Mana Point loss that will not replenish itself ever again. Example : Edward, an Enchanterer with 60 Mana Points, wishes to permanently Enchant his robe with Spell X that cost 15 Mana Points to cast. After the Enchantment Edward has 45 Mana Points left. After a casting a few more non permanent Enchantments that cost 35 Mana Points to accomplish, Edward finds that he only has 10 Mana Points left. He lays out a Circle of Power and sits within it and regains his Mana to his new maximum limit of 45. The 10 that he still had and the 35 that he lost due to non permanent Enchantments he gains from sitting within the Circle for the appropriate length of time. The 15 Mana Points used in the permanent Enchantment are lost and can only be replaced by purchasing new Mana with XC.
The effects of the permanent Enchantment begins AFTER the new permanently Enchanted weapon is registered on the Permanent Magic Item List in the Gate House.
​

Power Leech
​
Mana ~ 15 to create, 10 to reactivate.
Symbols needed ~ Power, Magic, Inner Power, Earth,
Level 1
Character can throw rice 360 degrees overhead for three
revolutions of their arm announcing "Confusion 10S".
Any Player hit by the rice in a Targetable Area is affected.
Must announce " Confusion 10S ".
Effect
Target Player is now confused and forgets what they are doing
and cannot use Spells, Prayers, Psionics, Runes, Skills anything
for 10 seconds.
Character can use throw the rice in a 3 times 360 manner twice per
casting, but only once if outside of the Circle remembering the
regular 90 second Circle Retention Time..
Level 2
All of Level 1 benefits OR
Character must be touched by up to 2 Target Players standing with both feet in the rope circle. The Spell may not be used to drain Mana from unwilling Target Players, just those who knowingly volunteer and stand within the Circle, and even then the casting Character can drain only the Racial Mana Base of the Target Player(s).
Effect
Character can not receive more Mana than their own personal Mana Point maximum, all extra Mana is lost.
The Character can take part or all of the Target Players Mana from their Racial Mana Base and add it to their own Mana supply.
Level 3
All of Level 1 or 2 benefits OR
Character may throw the rice must hit a magically affected or magically active target.
The spell to be dispelled must be Mana base in origin ie. Runes, Circles, Spell, or Psionics, and not Clerical Prayer Magic. Prayers are immune to Dispelling Powder.
Character must announce “Dispel ”.
This use of the Circle may be used from inside the Circle or if the Character wishes, they may leave the circle and retain the effects for the regular 90 second Circle Retention Time.
Character can throw rice twice per casting.
Effect
Target spell is destroyed.
​

Power Matrix
​
( The Power Matrix is the large Circle in the illustration,
the second being the Circle in its fullest use of tying together up
to four Circles at one time. In the illustration a Power Matrix
Circle is in the centre, a Protection from Clerics is in the top left,
a Summon Demon in the top right, the bottom left is a Power
Circle of Invisibility and the bottom right is a Power Circle of Wonder. )
Mana ~ 20 Mana ( plus all the other Circles used mana cost ), 15 to reactivate.
Symbols needed ~ Power, Knowledge, Mystic Knowledge, Magic,
Action
Character may lay out up to two rope circles on the ground and
the edges of the two circles must be within 2 feet of each other.
Then a third rope circle must be laid out below the two, touching
both of the rope circles to the top of it.
Character must be standing in the bottom circle.
Character must ( prepare first if necessary ) draw the Power Matrix
Circle, and lay it down in the middle of the rope circle they are
standing in. Rocks used for weight will ensure that the Scroll
Parchment does not get taken away with the wind.
Character can then go to each of the other two rope circles and
( prepare first if necessary ) draw another 2 Circles of any type
and lay it down as well, one in each rope circle.
Character then must go back to the original rope circle, the one
containing the Circle of Power Matrix, and Cast all Mana
for all Circles.
Character must announce " Power circle of Power Matrix " then
the Character also must announce all of the other Circles cast as well.
Effect
Character standing in the Power Matrix Circle can access and use all the effects of every Circle drawn, to the Level of that individual Circle.
The Power Matrix effects last 10 minutes then it must be recharged.
If the Summoner removes the Scroll and rope and places it somewhere else, then it must be recast.
Level 2
Character can now attach up to three Circles of any type to the Power Matrix, following all rules above.
Effects now last 20 minutes.
Level 3
Character can now attach up to four Circles of any type to the Power Matrix, following all rules above.
Effects now last 30 minutes.
​


Teleport
​
​​
Mana ~ 25 to create, 15 to reactivate
Symbols needed ~ Dimensions, Magic, Air, Power
Action
The Character must hold both arms straight out to the side
so that they resemble a walking letter T for as long as the
duration lasts or until Character wishes to end the Spell.
Dropping the arms cancels the magic.
Character may have 1 other Target Player standing with both
feet inside the rope circle.
Character must announce " Teleport ".
Effect
Character is now considered vanished and cannot be detected by any variation of See the Invisible or Scent.
Character must travel to a different location in a straight line, and the end location must have been in visual sight of the Character as he cast. Upon reaching that location, or the duration runs out, the Spell ends.
Character can hear or see nothing as they are travelling, nor may they interact with any one in any way.
Effects last for 10 seconds.
Level 2
All of Level 1 benefits OR
Effects last for 20 seconds, and Character may include up to 2 Target Players in his Circle.
Level 3
All of Level 1 or 2 benefits OR
This Circle of Teleport can be connected with another Circle of Teleport to cover great distances. To accomplish this, first the Summoner must must make the receiving Teleport, draw it and cast it and they must label the scroll as 1 in the Unprepared section under the drawing of the Circle. The Summoner then leaves the Scroll in the middle of that rope circle and walks away from it all, leaving Scroll and rope behind, and the magic of the Circle ( the one Teleport ) unused. At any time later the Character may create another Circle of Teleport and they must label the scroll as 2 in the Unprepared section under the drawing of the Circle.
Character must then, under the number 2, must include on the drawing the Circle of departure and the Circle number that they will arrive at. Example - 2 - 1.
Character and up to two Target Players that were standing with both feet inside the rope circle when the Circle was cast, may now Teleport, in as straight a line as they can, back to the Circle of Teleport labelled Number 1.
Doing this drains the magic from both Circles, and they both must be reactivated before two way Teleport from Circle to Circle can be performed again.
Each time two Circles are activated and used the Scroll from the Circle of departure must be marked with the numbers of the appropriate circles again. Example - with three open Circles of Teleport, the Summoner may start at any one, lets say Circle #3, and write under the 3 already written on the Scroll 3 - 1. Upon arriving at the Circle of Teleport #1, the Summoner may choose to reactivate the Circle of Teleport and write on its Scroll, under the number 1 already present, 1 - 2, For the magic of #2 Circle has yet to be used. Now at #2 there are no open Circles of Teleport ( all the magic of all three used ) and at least two of them would have to be reactivated ( by stepping inside the rope circle of each and spending the appropriate Mana. The Character may not create another Circle of Teleport until they remove one of the Circles already on the ground from play. A Summoner may only have three Circles of Teleport on the ground at any time.
Character can have no more than three active Circles of Teleport 'open' at any time.
Character may include up to 2 Target Players in his Circle.
​

Wonder
​
​
Mana ~ 15 to create, 10 to reactivate.
Symbols needed ~ Rebirth, Magic, Outward Force, Power,
Action
Character or Target Player must have or been given a NPC Card
fully detailing a Level 1, Level 2 or Level 3 Were-Form.
Character must possess a cloak and a hood purposefully designed
to resemble the were-animal form that the Character is changing into.
Character must kneel / crouch.
Character must then put on and secure the hooded cloak and put on
punch gloves if they are not already wearing them.
Character must then howl or roar or make an appropriate sound for their
animal chosen, and may stand if they wish.
Effect
Character is now a Were-Creature Lv1-3
Effects last 30 minutes.
Level 2
Character can now choose from Were-Form Levels 1 - 6
Character/Target Player must have/been given a NPC Card of the Characters chosen Were-Form, and necessary costuming.
Effects last 30 minutes.
Level 3
Character can now choose from Were-Form Levels 1 - 9
Character/Target Player must have/been given a NPC Card of the Characters chosen Were-Form, and necessary costuming.
Effects last 30 minutes.
​



