Mark Hall wrote:Tor wrote:Without knowing how thick a layer or how wide a line, I don't see how we could possibly estimate the blood needed for summoning circles.
Heck, in higher-tech settings they probably have 'blood pens' that substitute blood for ink and allow you to draw super-thin lines.
Even in PF though, I could see someone using a quill dipped in blood rather than a paintbrush if they really wanted to conserve supplies.
It'd be nice if there were some rules on how hard it was to scuff out a circle. You could make it harder for thicker lines or multiple thick layers of blood.
In the MoM manuscript, I ruled that an active circle more or less required deliberate scuffing to scuff but, barring specific actions to protect, could be scuffed out easily... otherwise, summon elemental forces had a good chance to cancel itself out as you call down a thunderstorm and find your iron dust washed away.
I also had some rules about recovering components. Wish the stuff I'd written had seen the light of day.
Sumoners can use all the binding agent tricks same as the Diabolist uses for wards (glue, wax and what not) to help keep components from blowing around and washing away. Once activated, the magic circle remains functioning indefinitely; all components are magically kept fresh!
You have to delibrately try to destroy a circle to make it not work. Either by washing away and scrubbing over 50% of the circle (Which is a lot). Accidentally kicking a portion of the symbols or smugging the lines will not do anything once it is activated.
Only removing a major componet (like the gems from the elemental circle) really has a chance to deactivate it. A summoner can deactivate it by pumping in PPE. However, I wouldn't understand why he would burn half the PPE he to took to make the circle to deactivate it; since a srub brush, soap and water will do the same thing.