Circe's Runes

Refuge of Pacts

Ancient magic abandoned for hopeful love, Circe’s Runes bestow their terrible might to those who seek it.

Summoning Rules

Spirit Level: 5th
Constellation: Scholar
Binding DC: 23
Totems: You gain a totem bonus on binding checks if you meet some or all of these conditions:

  • As part of the spirit’s ritual, you burn a spellbook that has at least one 1st level spell scribed into it.
  • You have been spurned by a lover in the past 24 hours or perform the spirit’s ritual on an island.
  • At least one spell is active upon you when you perform the spirit’s pact.

Ceremony: You light a fire in the seal’s center and burn a collection of written works detailing arcane practices.
Manifestation: Words float off of the pages with the cinders until you are surrounded by them. The runes spell out replies as you begin the binding process.


Occult scholars have determined that the spirit known as Circe’s Runes was never a real being. Rather, the runes belonged to a mortal called Circe, a powerful sea witch common in legends among superstitious seafarers. Seafarers claim that Circe lived on an island far out to sea. She was lonely, so whenever ships would come near her home, the witch brought them to her island for company. Circe possessed a legendary temper, though, and when she felt someone had slighted her, she punished her guests by transforming them all into livestock. One day, Circe fell in love with a sailor she had lured to her island and he in turn. However, centuries of being alone convinced her that no man would love her because she was ancient, so she tested his love by revealing her true self. The man fled in terror from Circe, enraging her to tears. As she wept, the goddess of love descended from the heavens to comfort Circe, for she had always paid respect to the gods. ‘My child,’ the she soothingly spoke, ‘it is not your age that drove your love away, but your fierce rage.’ In reflection, Circe decided that her magic was the source of her anger, so she left the island and forever abandoned her source of magic, thirty-two mystic runes.

Granted Abilities

Major Granted Abilities

  • Séance of Circe: As a full-round action you evict one spirit you are bound to in order to replace it with another spirit of your choice. The spirit is evicted as though you had used Expel Spirit except the spirit’s influence (and any penalties accrued) linger for the duration of the new spirit’s pact. After evicting the previous spirit, you gain the new spirit’s benefits immediately. A pact made with this ability is always a poor pact. Only spirits that you are capable of sealing a pact with may be selected with this ability. After using this ability, both the newly-bound spirit’s major granted ability and this granted ability are expended for 5 rounds.
  • Capstone Empowerment: You can perform séance of Circe as a standard action instead of a full-round action.

Minor Granted Abilities

  • Arcane Audacity: You gain an insight bonus on Knowledge (arcana), Spellcraft, and Use Magic Device checks equal to ½ your binder level. This bonus doubles when identifying spells that can be targeted by erase.
  • Circe’s Foresight: This ability functions as divination except it can only be used to determine which spirit would be the most useful in the next 24 hours. On an incorrect divination, Circe’s Runes name themselves as the most useful spirit, regardless of whether or not this is true.
  • Circe’s Runes: Upon sealing a pact with Circe’s Runes, you may invoke two of the titular runes, one in upper case and one in lower case, in order to receive eldritch power. Invoking runes grants you access to a number of spell-like abilities, as shown on the following page. Each rune may be used twice per pact. At 10th level and every 4 binder levels thereafter, you may use each spell-like ability obtained from one of Circe’s Runes one additional time per pact. Each rune is considered a separate granted ability.

The 32 Runes of Circe

Signs and Influence

Physical Sign: The runes of Circe that you have selected manifest across your body in an endless scintillating pattern like a tattoo. Whenever you activate one of Circe’s Runes’ granted abilities, this tattoo glows with an eerie light.
Personality: Casting spells or using granted abilities that function as other spells fills you with anger, causing you to curse and shout as loud as possible whenever you do.
Favored Ally: Outsider (any)
Favored Enemy: Humanoid (any)

Vestigial Companion

While you are bound to the spirit, you can link yourself to other willing creatures by manifesting floating runes of power over their heads. All linked creatures can speak and understand each other’s languages and share the minor rune of Circe that you have selected as though they possessed share granted abilities. Use your binder level and Charisma bonus when calculating the rune’s effects. You may link a number of creatures together at once equal to your Charisma bonus. This ability replaces the upper case rune provided by the Circe’s runes granted ability.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License