Master of Circles

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By Timothy S. Brannan and The Netbook of Witches and Warlocks Team

Full netbook can be found on the followng website

Dom of D20 / D&D 3e Netbooks and Downloads.

John William Waterhouse - Magic Circle (1886)

John William Waterhouse - Magic Circle (1886)

A Master of Circles is a spell-caster who specializes in the use of magic circles, an arcane construct with many uses. Only certain spell-casting classes are compatible with the use of such magic, and so only a handful of classes can become Masters of Circles.

Magical circles are normally used as aids in spell-casting, the most common use being to raise and maintain energy for spell use. Circles are also used as a
prop to enhance Concentration, for protection from harmful magic or beings, or as a focus to imbue with other spells to protect the spell-caster. Masters of Circles are most often witches or wizards, both of which make extensive use of magic circles, and often create permanent circles for their sanctums. sorcerers are rarer Masters of Circles since they generally do not construct items, though at times do make use of them “in the field.” Most clerics rely on their god for protection and power and so have less need or desire to become Masters of Circles. However despite circles being associated with wizardry and witchcraft, the occasional cleric does take up the Profession. Bards and druids’ magic is the most at odds with the arcane nature of circles and so they have almost no use for this class.

Image of the magick circle and triangle of art.

Image of the magick circle and triangle of art.

Hit Dice: d4
Requirements
To qualify to become a Master of Circles, a character must have the following requirements.
Skill: Craft (Magic Circle): 5 ranks or
Knowledge (Arcana): 5 ranks
Feat: Cast Magic Circle, at least one Item Creation Feat
Spellcasting: Ability to cast 4th level spells.
Class Skills: The Master of Circle’s class skills (and the key ability for each skill) are: Alchemy (Intelligence), Concentration (Constitution), Craft (Intelligence), Jump (Strength), Knowledge (Arcana) (Intelligence), Knowledge (architecture & engineering) (Intelligence), Profession (Wisdom), Scry (Intelligence, exclusive skill), Spellcraft (Intelligence) See Chapter 4: Skills in Core Rulebook I for skill descriptions.
Skill Points at Each Level: 2 + Intelligence modifier.

Class Features

All of the following are class features of the Master of Circles prestige class.

Weapon and Armor Proficiency: The Master of Circles do not receive new weapon nor armor proficiencies.

Spells: each time they gain a new level in this class, Masters of Circles gain a level of spellcasting ability as if they had gained a level in their
previous spellcasting class. However, they don’t gain any other benefit of that previous class, such as special abilities or bonuses feats.

Identify Magic Circle: A Master of Circle’s can identify any magic circle they encounter by making a Knowledge (Magic Circles) or (Knowledge (arcane) skill check with a DC equal to 15 + the level of Master of Circles required to create the circle. They can also automatically differentiate between an Imbued Magic Circle and true Magic Circles, but must make a skill check to determine the exact nature of either.

Create Magic Circle: Creating a Magic Circle is a two round operation that first requires the inscribing of the Circle in some manner on the flat, relatively clear surface upon which the caster stands, and then placing Arcane Symbols around its circumference to give it specific qualities. Both part are necessary and part of the overall Magic Circle. To create the Magic Circle, the Master of Circles must make a Craft (Magic Circle) skill check with DC (I am having difficulty establishing a good DC without being too complicated. I don’t want just a set DC) equal to 15 + the level of the Circle desired. This takes one round. Next, they must make a Craft (Arcane Symbols) skill check at a similar DC which also takes one round. Upon successful completion of both checks, a Magic Circle is created with a radius of 5’ + 2’ per level of the Master of Circles. The Magic Circle is a hemisphere that will affect those above the Circle out to its radius, and any trying to enter from beneath it at the plane upon which it was drawn. Magic Circles may only be drawn on immobile surfaces. Magic Circles have a duration of one hour per Master of Circles’ level.

Imbue Magic Circle: As a supernatural ability (and not as crafting a magical item), a Master of Circles may cast any known spell into a Magical Circle that will be cast on anyone crossing its radius. It takes one round to so Imbue a Magic Circle. Once the spell is triggered, the magic leaves the Circle and
must be reimbued. Imbue Circle I: At first level, only 1st through 3rd level spells can be used. Imbue Circle II: At fifth level, up to 6th
level spells can be used. Imbue Circle III: At tenth level,
any spell level may be used in this way. A number of
spell levels equal to the caster’s Master of Circles’ level
can be imbued in a Magic Circle.

Master of Circles class abilities
Class Level
Attack
Bonus

Fort
Save

Ref
Save

Will
Save

Special Spells
1st +0 +0 +0 +2 Create Magic Circle, Imbue Circle I +1 spell-casting level
2nd +1 +0 +0 +3 Create Permanent Circle +1 spell-casting level
3rd +1 +1 +1 +3 Disable Circle +1 spell-casting level
4th +2 +1 +1 +4 Bonus Feat +1 spell-casting level
5th +2 +1 +1 +4 Imbue Circle II +1 spell-casting level
6th +3 +2 +2 +5 Reset Imbued Circle +1 spell-casting level
7th +3 +2 +2 +5 Extend Circle +1 spell-casting level
8th +4 +2 +2 +6 Bonus Feat, Quick Cast Circle +1 spell-casting level
9th +4 +3 +3 +6 Imbue Circle III +1 spell-casting level
10th +5 +3 +3 +7 Craft Mobile Circle +1 spell-casting level


Permanent Circle: Most Magic Circles are temporary devices, created with chalk, salt, or scratched into the earth or stone. As such they can often be
obscured by wind, debris or the actions of those hostile to the Master of Circles. This ability ((feat?)) allows the Master of Circles to create a permanent circle out of colored tiles, metal wire embedded into the floor, or etched into stone. A Permanent Circle is not constantly powered. In order to activate the Circle, the Master must enter it and then trace the lines. This action only takes one round and requires no Craft: Magic Circle or Craft: Arcane Symbol skill checks. A Master of Circles may have one permanent Magic Circle for every two levels in the class.

Disable Circle: A Master of Circles can make an opposed caster level check to dispel the magic of another magic circle she may encounter.

Bonus Metamagic Feat: A Master of Circles receives a bonus Metamagic Feat at 4th and 8th level.

Reset Imbued Circle: The Master of Circles may use a spell slot equal to that of the spell cast into the Circle to dispel that spell and allow the Master to cast another spell of similar level into the Magic Circle. Without this ability a Master of Circles would have to rebuild the Magic Circle completely.

Quick Cast Circle: At eighth level the Master of Circles may simply go through the gestures of creating a Magic Circle and the attendant Arcane Symbols to create a glowing Circle. This only takes one standard action, and a Craft: Magic Circle skill check DC 10 + Level of the Circle. In addition, if the Caster so wishes, the Circle may be Imbued that round as well.

Craft Mobile Circle: At tenth level the Master of Circles can Craft a Circle on a mobile surface, be it a wagon bed, a carpet, levitating piece of stone or
whatever. This Circle can be a Permanent Circle or not, Quick Cast or not, but in any case adds + 5 to the Knowledge (Arcana) skill check.

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