First lets get this out of the way, I'm looking for precedent and/or ideas on this should work beyond the GM just says so.
So is there precedent for using Circle Magic somehow as a type of trap? I know there is a reference to Living Circles (w/Runes) in the 2E Main book (pg118 for those interested), as a historical account but no ones found any (at least if they have they aren't talking). That is the only reference I know of for circle variations (sorry my PF library isn't very big, the only other one that comes to mind is the Lizardmage in Rifts WB16 and his teleporting tower IIRC), but it at lest suggests variations are possible (or just lost).
If there is precedent for this to work, how do you see it working?
As examples of what I am thinking of happening when the Circle Traps are triggered:
-instead of controlling it sets those in the circle as the target to destroy in a "Animated Dead" Power Circle
-Death Power Circle attacks those in its sphere of influence instead of targeting someone outside of it
-Protection Circles found having the opposite effect (ie Protection from Undead doesn't give someone inside it +5 to save vs HF but the undead's HF rating is now +5)
-Summoning Circles bringing the summon creature(s) as a bit p.o-ed (no battle of wills or control, they respond as "security guards")
-maybe a teleport circle that only teleports non-living things out (ie, what happened to all my gear and my clothes)
-a force field that traps the subjects in place
Circle Magic as Traps?
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Re: Circle Magic as Traps?
In theory, possible.
The catch is that most circles have to be purposefully activated, and don't sit there for an eternity, powered up, just waiting for someone to walk across.
However, based on the circle of transformation in the place of magic, we do know it's POSSIBLE. But considering that was made by an OO, it may or may not be possible for a "mere mortal" to set up.
In theory... and I'm spitballing here.. wards and runes could be used as a trigger.
Something akin to mystic energy drain being used to make the PPE "keep away" from the circle, but as soon as someone trips the wards, the PPE is free to flow, thereby activating the circle.
Is it strictly RAW? Not really, but it's close enough I'd allow it.
Used for summoning circles, there'd be no battle of wills, so the creature would automatically be free..
--
GS
The catch is that most circles have to be purposefully activated, and don't sit there for an eternity, powered up, just waiting for someone to walk across.
However, based on the circle of transformation in the place of magic, we do know it's POSSIBLE. But considering that was made by an OO, it may or may not be possible for a "mere mortal" to set up.
In theory... and I'm spitballing here.. wards and runes could be used as a trigger.
Something akin to mystic energy drain being used to make the PPE "keep away" from the circle, but as soon as someone trips the wards, the PPE is free to flow, thereby activating the circle.
Is it strictly RAW? Not really, but it's close enough I'd allow it.
Used for summoning circles, there'd be no battle of wills, so the creature would automatically be free..
--
GS
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Re: Circle Magic as Traps?
And, don't forget the simple option of using circles as walls... a sealed circle across the doorway is going to stop a lot of people.
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Re: Circle Magic as Traps?
So, this got me looking at the core book, and trying to think of some of the stuff you mentioned, and ways to achieve the basic goals.. honestly, the circle magic isn't the best for this, however, there are three ways that seem best.
1) sealed circle will require a save (16+) to enter, and those who make the save will take massive damage, plus have penalties (the magic and psi penalties are harsh). There's no save against the penalties, they're automatic (see: Further Circle Protection, page 138 core book). It doesn't even have to be any of the "protection from...." circles, just the "protection circle: simple" would be enough
2) in theory (although not explicitly allowed or forbidden RAW), any magic that requires symbols (like circles) could be created as a "inverse" version, where instead of protection from, it would create a vulnerability to... this would be a complete house call, and up to the GM if it's allowed, but it should, in theory, work.
3) a teleportation circle, could, again in theory, be set as a trap.. you'd just need some other way (magical or mundane) to burn fairy wings while people are in it. The first time it's used, yeah, the summoner has to infuse the magic.. after that, all that's required is burning more wings.
So, if the circle is large enough, you could do something like.. set a trip wire boobytrap that will trigger the burning of a pair of wings. Someone inside the circle trips the string, wings go whooompf, and the victim gets sent far far away
--
GS
1) sealed circle will require a save (16+) to enter, and those who make the save will take massive damage, plus have penalties (the magic and psi penalties are harsh). There's no save against the penalties, they're automatic (see: Further Circle Protection, page 138 core book). It doesn't even have to be any of the "protection from...." circles, just the "protection circle: simple" would be enough
2) in theory (although not explicitly allowed or forbidden RAW), any magic that requires symbols (like circles) could be created as a "inverse" version, where instead of protection from, it would create a vulnerability to... this would be a complete house call, and up to the GM if it's allowed, but it should, in theory, work.
3) a teleportation circle, could, again in theory, be set as a trap.. you'd just need some other way (magical or mundane) to burn fairy wings while people are in it. The first time it's used, yeah, the summoner has to infuse the magic.. after that, all that's required is burning more wings.
So, if the circle is large enough, you could do something like.. set a trip wire boobytrap that will trigger the burning of a pair of wings. Someone inside the circle trips the string, wings go whooompf, and the victim gets sent far far away
--
GS