Pathfinder Roleplaying Game Occult Adventures
  • School abjuration [ ]; Level 4
  • Casting Time 40 minutes
  • Components V, S, M (powdered silver), F (a stylus made of mithral and diamond worth 5,000 gp), SC (up to 8)
  • Skill Checks Knowledge (planes) DC 30, 2 successes; Knowledge (religion) DC 30, 1 success; Linguistics DC 30, 1 success
  • Range 10 ft.
  • Effect a 20-foot-radius magic circle
  • Duration 1 day/character level of the primary caster
  • Saving Throw Will negates (harmless); SR no, see text
  • Backlash The primary caster takes 2d6 points of damage.
  • Failure The casters believe their work was successful, though when they attempt to use the circle, nothing occurs.

This ritual requires the casters to create a large magic circle outlined with the silver powder and shaped with the focus stylus. The circle must be painstakingly molded to attune it to the alignment targeted (chaos, evil, good, or law), which is chosen during the time of creation. The ritual gains the descriptor of the alignment selected. Once the circle is complete, it becomes invisible to all but the casters of the ritual or to creatures with see invisibility, true seeing, or some other method of seeing invisible objects.

Once the circle is complete, it can be used to trap an outsider whose subtype matches the chosen alignment, as if it were an inward-focused magic circle spell of the appropriate type (thus, an ensnaring circle attuned to evil acts like an inward-focused magic circle against evil). For an outsider to be trapped in this manner, the entire space of the outsider must be within the circle, at which point the primary caster can activate the circle as an immediate action. The primary caster must be within 100 feet of the circle and be able to see it and the outsider he wishes to trap in order to activate the circle. It is possible to trap multiple outsiders of the appropriate subtype in the circle if more than one are in the circle when it is activated. However, if any such outsider is not completely within the circle, it is not caught within the circle’s confines and is free to disrupt the circle as described in the magic circle against evil spell description.

As with a magic circle, the trapped outsider cannot cross the circle’s boundaries or reach over or beyond the boundaries, nor can it disrupt the circle either directly or indirectly, though it can make ranged attacks beyond the circle’s boundaries. If the outsider has spell resistance, it can test the trap once per day. If the primary caster fails to overcome the outsider’s spell resistance, the circle is disrupted and the outsider is freed from the circle’s restraints. An outsider capable of any form of dimensional travel can simply leave the circle using such an ability.

Unlike with a magic circle, you cannot create a special diagram when creating the circle to make the ensnaring circle more secure.


The text on this page is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

Sources:

  • Pathfinder Roleplaying Game Occult Adventures

SECTION 15

  • Pathfinder Roleplaying Game Core Rulebook, Copyright 2009, Paizo Inc.; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  • Pathfinder Roleplaying Game Occult Adventures, Copyright 2015, Paizo Inc.; Authors: John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, John Compton, Adam Daigle, Jim Groves, Thurston Hillman, Eric Hindley, Brandon Hodge, Ben McFarland, Erik Mona, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alex Riggs, Robert Schwalb, Mark Seifter, Russ Taylor, and Steve Townshend.
  • Demon, Shadow from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Neville White.
  • Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  • Poltergeist from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Lewis Pulsipher.
  • System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  • Pathminder, Copyright 2016, Drumanagh Wilpole.