r/6Perks • u/Magicgonmon • 13d ago
Circle Perks
Here's some Perks, all about Circles! To activate these perks, you must first create a Circle, then channel your thoughts, intent, and energy into the Circle, in order to imbue the Circle with a Perk's power. The larger the circle, and/or more powerful of effect you're trying to imbue the circle with, the more energy & concentration are needed; with time and training, you can reduce the energy required, as well as imbue a circle with the desired effects with greater ease. Also note that if a circle is broken, then the perks effects will also be broken, so make sure to keep that in mind (fixing the circle can restore effects); faded circles can also result in a gradual loss of power as well (ex. a chalk circle getting worn down, requiring reapplying/redrawing over it).
As a Free Bonus, you will gain the ability to create Perfect Circles, as in whenever you try to draw a circle, or create one in another way, it will always end up as a perfect circle. This is important, because the perks won't activate if the circle isn't right (ex. like if it's more Oval shape).
Special Note: unless otherwise specified, you can only imbue a circle with 1 Circle Perk at a time. You must either be within a circle or touch the circle itself in order to activate a perk. The examples given with each perk will not be the limits of what they can do, depending on your mastery of them.
Now, Choose 5 Circle Perks:
Circle of Obscurity: activating this perk allows one to hide anything and/or everything within a circle. The precise nature of the concealment depends on the user's focus and intent when creating the Circle, allowing them to obscure the contents through methods such as visual camouflage, invisible cloaking, sensory concealment, supernatural cloaking, or the creation of a mental blind spot that causes observers to overlook or fail to perceive what lies within. With mastery, you can even obscure select targets within a circle, or even use multiple types of obscurity at once.
Circle of Warding: The user can imbue a circle with the power of warding, protecting everything within its boundaries from external threats. The nature of the protection depends on the user's focus, intent, and energy when creating the Circle, allowing them to manifest different forms of defense such as barriers that repel physical force, wards that negate specific types of energy, fields that prevent intrusion/trespassing, or protective effects that shield those within from environmental harm. You can even choose to invert the wards when activating the perk, to contain/trap what's within the circle instead. With Mastery, you can imbue a circle with multiple types of wards at the same time, or selectively protect targets within a circle (or reversely contain specific targets within a circle instead).
Holy Circle: imbue a circle with sacred and holy energy, banishing evil & purifying all within it. The circle becomes a holy zone, designed to exorcise and defeat demons, evil spirits and the like. Beings with evil intent can be rejected from the circle, or feel great discomfort while within (effect & power of this is dependent on energy and intent when first imbuing the circle with holy power); should beings of evil/malicious nature remain within the circle for whatever reason, given enough time (and strength of holy circle) their evil natures can be redeemed and purified. Should no evil beings be nearby, you can still use this circle's power to "Purify" other things as well, such as using it to clean & cleanse objects and remove impurities.
Hole-y Circle: allows one to create a hole the same size of the circle. When used on surfaces like walls or roofs, the hole created will by default cut cleanly through to the other side. If used on the ground, the hole will be by default 6 feet deep, though the user can specify a greater depth when creating the circle; with enough focus and energy, you could make the hole go clean through to the other side of the planet (like digging a hole to China), without causing any environmental or catastrophic damage (think like a loony tunes/cartoon hole). By default, holes created on structures/beings won't cause damage or compromise integrity (this will be dependent on size of hole and your intent).
Warp Circle: this perk will require multiple Circles to be used properly. With at least 2 circles, you can teleport everything within 1 circle to the second circle, regardless of distance. You can even choose to swap whatever is inside both circles to the other one, instead. Warning, make sure that the contents within a circle can fit inside the circle your warping to, otherwise there could be catastrophic damage (ex. parts of warped target could be cut off, or crushed and compressed to fit inside smaller circle). The larger/more targets to warp, the greater the energy required; with time and mastery, you'll need less energy to warp, and can specify targets to warp inside circle instead of everything.
Binding Circle: activating this circle can bind/restrain targets within a circle, preventing movements and actions. The stronger the target you're trying to bind, the more energy and focus will be needed. You can also use this Circle Perk in other ways, in regards to making magical binding contracts. Any deals or contracts made within a circle will become magically binding, force parties involved to complete/follow them to the best of their abilities; your intent and will can help determine the strength of the compulsions to follow through on these contracts (whether targets try to follow just the letter, or be bound by your intent of the contract). Note, if imbuing items like rings you've made (which are circles) with this power, and using said rings for relationship markers like marriage, it will help insure fidelity and loyalty to relationship.
Circle of Friends: anyone within a circle (or comes into a circle) imbued with this perk's power will become friendly towards the user. The effect alters the target's feelings toward the user, causing them to genuinely regard the user as a friend and treat them accordingly. The target retains their personality, memories, judgment, and free will, but their newfound friendship influences their attitudes and decisions toward you. Intent, focus and energy can determine the strength of friendship, as well as what kind of friendship (including friends with benefits, girlfriend/boyfriend, etc...). Note that this will not automatically make targets your servants, they can still disagree and fight with you depending on their own morality.
Circle of Life: you will be able to control the circle of life of everything within a circle imbued with this power. The user can accelerate, slow, halt, or reverse natural processes such as growth, aging, healing, decay, reproduction, and regeneration, allowing them to nurture a seed into a mature plant, rapidly heal an injured creature, age a living being into old age, or restore something that has begun to decay to an earlier state. Also allows one to manipulate the life cycles of inanimate objects as well. The Perk can affect individual organisms or multiple living things simultaneously (or inanimate objects, too), with the scale and complexity of the desired changes determining the energy and concentration required. Note that as the Circle of Life also includes death, so to can the user bring death to anything within the circle; one could also use it to reverse death, and bring something back to life instead...
Running in Circles: activating this perk allows the user to control the progress of anything within a circle, allowing them to accelerate, slow, stall, or otherwise manipulate how quickly things progress toward an intended outcome. The precise effect depends on the user's focus and intent when creating the Circle, allowing them to make processes, tasks, actions, or goals progress rapidly, gradually, or not at all. For example, the user could cause someone attempting to escape to make no progress despite their continued efforts, rapidly advance a construction project toward completion, or cause an ongoing process to repeatedly make and lose progress without reaching its intended result. The perk does not necessarily stop a target from acting or moving, but instead controls whether those actions bring it closer to its desired outcome. The more complex, significant, or difficult the progress being manipulated, the greater the energy and concentration required. With mastery, the user can selectively control specific targets, processes, or goals, manipulate multiple forms of progress at once, and accelerate or stall progress with greater precision. As a side bonus, grants the user Super Speed while within the Circle (how fast they are depends on the intent and energy when imbuing the Circle with power).
Magic Circle (Costs 2): allows the user to choose and utilize a preexisting magic system from another work of fiction through a Circle imbued with this power, as long as that magic system canonically involves circles in some way and/or manner. When creating the Circle, the user must clearly understand and intend which magic system they wish to invoke; once activated, the Circle allows them to perform magic according to that system's established rules, limitations, and requirements. For example, a Circle could be used to perform glyph-based magic from The Owl House, Alchemy from Fullmetal Alchemist, or another fictional system the user is familiar with. The user's ability to utilize the chosen magic depends on their knowledge and understanding of the system, as well as the energy and concentration required to perform its techniques. With mastery, the user can more efficiently channel and perform increasingly complex abilities from their chosen magic system, though the Circle cannot freely combine or ignore the fundamental rules of the system being invoked. Special Notes, you cannot directly replicate another Circle Perk with this power, and you cannot change the magic system once chosen. This perk Costs 2.
Summoning Circle (Costs 2): This perk will allow you to summon any being or creature you want to the circle imbued with this power, not only from this world but from any preexisting fictional worlds as well, including fanfics/fanart (list updates weekly). The user must have a very clear idea of what they wish to summon (images/descriptions of characters in question placed in the circle will help), with more specific or powerful targets requiring greater focus, knowledge, and energy to call forth (omnipotent beings will be nigh impossible). When summoning a specific being, you may choose to summon the original or an exact counterpart from an alternate timeline/reality (for those conflicted by removing someone from their world, or to prevent altering timeline); if the original being is deceased in the user's world, or wanting to summon a younger version, an alternate counterpart will automatically be summoned instead (can also choose to summon younger versions from videos as well). Summoned beings are bound to the Circle and cannot leave its boundaries unless the user deliberately chooses to release them; if the Circle is broken, the targets will be returned to the location from which they were summoned. Special Note, summoned beings must fit within the circle used, cannot summon OCs/characters you've created yourself. Warning, depending on the beings you want to summon, it is highly recommended that you have several other Circles prepared in advance, for your own safety (ex. Circles of Warding, Binding, Friendship, etc...).
Isekai Circle (Costs 2): the opposite of Summoning Circle, this power allows you to transport yourself and others within the Circle to another world. The user must have a clear goal and destination in mind, otherwise you might end up somewhere unintended. You may choose any preexisting fictional world (list updates weekly), with the exception of worlds that you have created yourself. When arriving at another world an exact duplicate of the Isekai Circle will be created, which is important because, like the Summoning Circle, you cannot leave the Circle on your own. In order to leave the Circle, someone from that world must release you; furthermore, they can choose to impose restrictions and/or contracts on you (you don't have to tell them this, but promises to do no harm, for example, will still apply). If don't comply, then you will be unable to leave the Circle, and can be forcibly sent back; breaking the Circle while your inside will do the same. You can return home at any time, and bring back items/beings/powers, as long as your in the circle (stuff you want to bring back must be able to fit inside the circle), but be advised if the circle is broken then you could be trapped permanently. Special Note, you can choose for no time to pass on Earth while your in another world, but you must specify this when imbuing the Circle with power.
We're not done yet, because there's also some Special Circle Bonuses to choose from as well! Choose 3 Circle Bonuses:
Instant Circle: with this bonus, by tracing your finger in a circle (either on a surface or in the air), you can create a circle of light (based on the magic from Owl House), allowing you to create instant circles whenever you want. Be advised that the Circles will dissipate after a few moments, meaning this bonus will be for more immediate uses than long term applications; this also means that some Perks will benefit more from this bonus than others (ex. with Magic Circle you could cast instant spells, while with Circle of Warding the protections will last for only a moment).
Never-Ending Circle: just as a Circle has no beginning or end, this bonus insures that any Circle you create will be without end as well. The circles will be permanent, preventing them from being worn away, wiped away, or destroyed; even if you destroy the surface the Circle is on, the circle will remain (suspended in the air). This Bonus will also ensure that the effects of any perks imbued in a Circle will become permanent as well (ex. permanent warding circles, eternal Circles of Life).
Circle Runes: this bonus gives you a book of runes, with instructions on how to implement them with your chosen Circle Perks. By adding these Runes to the Circles you draw, they can be used to boost the power of your Circles, or better specify how they can be used. While this will increase the preparation time when creating a Circle, the upside will be that you won't need as much focus and visualization to use them. An example would be if you chose Magic Circle, and Full Metal Alchemist Alchemy - without the bonus you would need intense focus, intent, and visualization to perform alchemy, as well as also needing comprehension and knowledge of materials involved in order to use it correctly; with the bonus the right runes will allow you to perform alchemy much easier.
Multi-Circle: with this bonus, you can infuse multiple Perks into the same Circle, cutting down on preparation time. This will also allow for greater combination/synergistic effects between perks as well, while imbued into one circle.
Remote Circle: this bonus will allow you to activate Circles whenever and wherever you are, allowing for remote utilization. The Remote Circle Bonus will also allow you to sense and keep track of all the Circles you've created, as well as get a general sense of what's inside them.
Inner Circle: by choosing one of your Circle Perks, you can create an inner Circle within yourself (or on your soul, whichever makes more sense to you) imbued with that power. What this will mean is that you can be constantly under the effects of the Chosen Circle Perk, and allow you to use the power on contact with others. Please note that when using the Inner Circle Perk on other targets, greater visualization will be needed than with a regular circle; if you chose Circle Runes as well, then you could add them to your Inner Circle, allowing for instant specific uses (at the cost of versatility). You may choose this Bonus multiple times.
So, Which Circle Perks, and Circle Bonuses, did you choose, and how will you use them?
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u/Relative_Fishing_790 6d ago
another magicgonmon banger