Difference between revisions of "Circle of Protection (V7)"
(New page: ===Circle of Protection (FE, Sorcery)=== ====Materials==== 10 ft. cloth ====Incantation==== Lay cloth in circle, repeat x5 "Circle of protection," place person(s) and/or item(s) you w...) |
m |
||
(6 intermediate revisions by 4 users not shown) | |||
Line 1: | Line 1: | ||
− | ===Circle of Protection ([[FE]], Sorcery)=== | + | ===Circle of Protection ([[FE]], [[Sorcery School (V7)|Sorcery]])=== |
====Materials==== | ====Materials==== | ||
Line 6: | Line 6: | ||
Lay cloth in circle, repeat x5 "Circle of protection," place person(s) and/or item(s) you wish to protect inside. | Lay cloth in circle, repeat x5 "Circle of protection," place person(s) and/or item(s) you wish to protect inside. | ||
====Effect==== | ====Effect==== | ||
− | Person(s)/item(s) inside can't harm or be harmed by anyone outside the circle, | + | Person(s)/item(s) inside can't harm or be harmed by anyone outside the circle, nor can they cast magic that affects anyone or anything outside the circle. Forces outside the Circle of Protection may not affect them. |
====Limitations==== | ====Limitations==== | ||
Can't block or restrict access to an area. Cannot be used as a cage. No one can enter without recasting the magic. Neither game items, nor persons acting as game items may be put inside. Protection starts when you step inside the cast circle. The enchantment is ended when anybody exits the circle. | Can't block or restrict access to an area. Cannot be used as a cage. No one can enter without recasting the magic. Neither game items, nor persons acting as game items may be put inside. Protection starts when you step inside the cast circle. The enchantment is ended when anybody exits the circle. | ||
====Notes==== | ====Notes==== | ||
− | Magic in the process of being cast inside the circle is broken when the circle is broken (e.g. no [[Doomsday]] circles). Players outside the circle can detect its presence (it is linked to this plane). May be removed by [[Dispel Magic]] or having an [[Anti-Magic]] [[Fixed Enchantment|fixed enchantment]] cast with the circle inside its area of effect. | + | Magic in the process of being cast inside the circle is broken when the circle is broken (e.g. no [[Doomsday (V7)]] circles). Players outside the circle can detect its presence (it is linked to this plane). May be removed by [[Dispel Magic (V7)]] or having an [[Anti-Magic (V7)]] [[Fixed Enchantment (V7)|fixed enchantment]] cast with the circle inside its area of effect. |
===Who gets it?=== | ===Who gets it?=== | ||
− | A 6th level [[Healer]] and 2nd level [[Wizard]] spell. | + | A 6th level [[Healer (V7)]] and 2nd level [[Wizard (V7)]] spell. |
− | ===Monsters who | + | ===Monsters who hide inside circles=== |
+ | *[[Beacon]] | ||
+ | *[[Donjon]] | ||
+ | *[[Guardian]] | ||
+ | *[[Kitsune]] | ||
*[[Siren]] | *[[Siren]] | ||
+ | *[[The Lady]] | ||
+ | *[[Watcher]] | ||
+ | *[[Will-O-the-Wisp]] | ||
*[[Wraith]](5th level) | *[[Wraith]](5th level) | ||
===Player Notes=== | ===Player Notes=== | ||
Line 22: | Line 29: | ||
You CAN cast offensive magic while inside the CoP, but anything you are in the process of casting is broken IF and WHEN the CoP is broken. Casting the offensive magic doesn't break the circle. | You CAN cast offensive magic while inside the CoP, but anything you are in the process of casting is broken IF and WHEN the CoP is broken. Casting the offensive magic doesn't break the circle. | ||
− | You could, for example, stand inside a CoP and charge [[Touch of Death]] on yourself, then step out and use it. Or charge a [[Fireball]] inside the CoP, step out, throw it, then reactivate the CoP and step back inside. You could NOT, however, cast Wind but have someone [[Dispel]] the | + | You could, for example, stand inside a CoP and charge [[Touch of Death (V7)]] on yourself, then step out and use it. Or charge a [[Fireball (V7)]] inside the CoP, step out, throw it, then reactivate the CoP and step back inside. You could NOT, however, cast Wind but have someone [[Dispel (V7)]] the CoP right before you finished the [[Wind (V7)]] spell and have it still take effect. |
− | [[Category: | + | ====[[Weezicus]]==== |
+ | There is an easy way to make a Spring-Loaded version out of cannibalizing Windshield Screens, which maximizes your area. You can fit three fat people in it if they hug! Its a design by the ingenius [[Waylon]] of [[Olympus]], and for a non-hardcore player, he came up with some amazing tech. Use it for a [[Wizard (V7)]] or [[Healer (V7)]] CoP, a [[Scout (V7)]] [[Camouflage (V7)]], or now a [[Healer (V7)]] [[Hallowed Ground (V7)]] circle. | ||
+ | |||
+ | [[Category:Previous Ruleset]] |
Latest revision as of 22:27, 18 December 2014
Contents
Circle of Protection (FE, Sorcery)
Materials
10 ft. cloth
Incantation
Lay cloth in circle, repeat x5 "Circle of protection," place person(s) and/or item(s) you wish to protect inside.
Effect
Person(s)/item(s) inside can't harm or be harmed by anyone outside the circle, nor can they cast magic that affects anyone or anything outside the circle. Forces outside the Circle of Protection may not affect them.
Limitations
Can't block or restrict access to an area. Cannot be used as a cage. No one can enter without recasting the magic. Neither game items, nor persons acting as game items may be put inside. Protection starts when you step inside the cast circle. The enchantment is ended when anybody exits the circle.
Notes
Magic in the process of being cast inside the circle is broken when the circle is broken (e.g. no Doomsday (V7) circles). Players outside the circle can detect its presence (it is linked to this plane). May be removed by Dispel Magic (V7) or having an Anti-Magic (V7) fixed enchantment cast with the circle inside its area of effect.
Who gets it?
A 6th level Healer (V7) and 2nd level Wizard (V7) spell.
Monsters who hide inside circles
Player Notes
Ethan
You CAN cast offensive magic while inside the CoP, but anything you are in the process of casting is broken IF and WHEN the CoP is broken. Casting the offensive magic doesn't break the circle.
You could, for example, stand inside a CoP and charge Touch of Death (V7) on yourself, then step out and use it. Or charge a Fireball (V7) inside the CoP, step out, throw it, then reactivate the CoP and step back inside. You could NOT, however, cast Wind but have someone Dispel (V7) the CoP right before you finished the Wind (V7) spell and have it still take effect.
Weezicus
There is an easy way to make a Spring-Loaded version out of cannibalizing Windshield Screens, which maximizes your area. You can fit three fat people in it if they hug! Its a design by the ingenius Waylon of Olympus, and for a non-hardcore player, he came up with some amazing tech. Use it for a Wizard (V7) or Healer (V7) CoP, a Scout (V7) Camouflage (V7), or now a Healer (V7) Hallowed Ground (V7) circle.