Magic Circle and Movement


Rules Questions

Liberty's Edge

The DM in my CoT game brought up a good point a few minutes ago.

Magic of Circle as written is very unwieldy and basically forces a party to move very slowly if they want to maintain the benefit.

Quote:
Creatures that leave the area and come back are not protected.

That means that if the cleric has Magic Circle up and both he and the rogue beat an enemy on initiative, the rogue can't move up to melee and then be followed by the cleric. They have to move up in small 10-20ft increments or the rogue will no longer be protected. Alternatively, the rogue could ready a move action to move alongside the cleric.

Does this seem wrong?


"Creatures in the area, or who later enter the area, receive only one attempt to suppress effects that are controlling them. If successful, such effects are suppressed as long as they remain in the area. Creatures that leave the area and come back are not protected"

It is in reference to that effect.

Liberty's Edge

That would make sense but the way it's written it's not clear.

Here is the full paragraph (since we've both clipped it).

Quote:
All creatures within the area gain the effects of a protection from evil spell, and evil summoned creatures cannot enter the area either. Creatures in the area, or who later enter the area, receive only one attempt to suppress effects that are controlling them. If successful, such effects are suppressed as long as they remain in the area. Creatures that leave the area and come back are not protected. You must overcome a creature's Spell Resistance in order to keep it at bay (as in the third function of protection from evil), but the deflection and resistance bonuses and the protection from mental control apply regardless of enemies' Spell Resistance.


It mentions that to keep people from leaving and entering the area simply to attempt to suppress effects controlling them more than once.

That's it. Everything else is still gained.


The turn-based movement does cause problems. A compromise suggestion that helps simplify things is to have everyone delay to the same initiative count and go together. Enemy readied action still complicate things, but you can kinda move the group together.
Those protected by the magic circle give up the initiative advantage and trade it for the magic circle advantage. Seems fair to me.

Silver Crusade

Then as the spell is written there must be two types of magic circles one that moves with the caster and one that is stationary used inverted to trap extraplaner creatures.


Lou Diamond wrote:
Then as the spell is written there must be two types of magic circles one that moves with the caster and one that is stationary used inverted to trap extraplaner creatures.

Yeah. What's your point?

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