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Ritual of Circle of Protection

Rank 4
Sorcery Ritual · Requires Sorcery Rank 4

This ritual creates a magical circle of protection preventing anything but clean air from passing through. No attacks of any kind will penetrate the circle, similarly, the Hypnosis skill, racial charms, Warlock augmented spells, any other sorcerous rituals or effects or alchemical gasses will not penetrate the circle. Extra planar travel – such as a Ritual of Leaving – either into or out of the circle is permitted. The circle is controlled by the caster who can never be de- invested from the circle. Any character that has been invested in the circle can use the Ritual of Investiture to invest another character. The Circle can encompass an entire structure and stands 10 feet from the structure or can be free-standing, either way the circle cannot be larger than 100 yard radius. The boundary of a circle cannot intersect an object. A circle is in fact a closed cylinder, with top and bottom, at least 10 feet high and no more than 100 feet high; it is not possible to bypass its protection by going through the floor or ceiling. While casting this ritual, the caster may invest other participants if they so desire. The invested characters must be present, count as participants, and must still spend 1 permanent Power Point. The circle can be raised and lowered only by the caster or other invested members. The player should call loudly enough to be heard "Circle Down" or "Circle Up". This is an out-of-game comment. Placing any person or object on a lowered circle will not prevent the circle from rising. Any person must choose to either fall into or out of the circle. Any item falls out of the circle by default. The character must be within Line of Sight of the circle to control it. The character must be in-game and present to control the circle. There are sometimes situations where two or more people invested in a circle may have a conflict of wills over whether the circle is raised or lowered. To resolve such a conflict, total the unspent Power Points on each side of the conflict; the side with greatest number of unspent points wins. If both sides have exactly the same number of unspent Power Points, then the status quo prevails: if the circle was up it stays up, if it was down it stays down. The caster of the ritual is responsible for providing a garland, glow rope, or other out-of-game representation of the Circle of Protection. Casting the Ritual of Permanency upon a circle of protection requires the full, 4 charge, version of permanency to be cast.

Cost, Casting Time & Components

Like every Rank 4 ritual, this ritual's exact Temporary Power Point cost, casting time, and component count are set within the Rank 4 range by a Magic Marshal when the ritual is created - see How Rituals Work for the full rank table and general casting rules.

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