Keeps out undead creatures with WP of 15 or less. Creatures with a higher WP have a chance of being able to break into this circle equal to ((WP - 15) * 10).
For every 3 ranks with this circle, the WP "threshold" increases by 1. Thus, at rank 3, the circle keeps out creatures with a WP of 16 or less and those with a WP of higher than 16 have a chance of ((WP - 16) * 10) of being able to enter the circle.
A creature who attempts to enter the circle and fails, takes 1d4 damage per 2 ranks of the circle, or half if a magic save is made.
If a creature successfully breaks into the circle, it is destroyed. Spell-casting creatures can attempt to cast spells into the circle with the same chance of success as entering. However, this action, if successful, does not break the circle nor does failure trigger damage. The chance of success must be rolled each time a spell is cast. If the spell fails to penetrate the circle, it fizzles with no effect as it hits the circle. |