Chapter 10 · Magic
Symbol
Spiritual (enchantment) 7th-level
- Level
- 7
- Casting Time
- 1 minute
- Range
- Touch
- Components
- V, S, M (mercury, phosphorus, and diamond and opal dust worth at least 1,000 GP, which the spell consumes)
- Duration
- Until dispelled or triggered
When you cast this spell, you inscribe a harmful symbol, either on a surface (such as a section of floor, a wall, or a table) or inside an object that can be closed to hide it (such as a book, a scroll, or a treasure chest). If you choose a surface, the symbol can cover an area no larger than 10 feet in diameter. If you choose an object, it must remain in the same place; if it’s moved more than 10 feet from where the spell was cast, the symbol is broken and the spell ends without being triggered.
The symbol is nearly invisible, requiring an Investigation check against the DC to avoid your spell in order to find it.
You decide what activates the symbol when you cast the spell. For symbols inscribed on a surface, the most typical triggers include touching or stepping on the symbol, removing another object covering it, approaching within a certain distance of it, or manipulating an object that contains it. For those inscribed inside something, the conditions can be opening the object, approaching within a certain distance, or seeing/reading the symbol.
You can refine the trigger so that the spell is activated only under certain circumstances or according to physical characteristics (such as height or weight), or physical type (for example, the protection could be programmed to affect witches or shapechangers). You can also specify conditions that don’t trigger the symbol, such as saying a keyword.
When you inscribe the symbol, choose one of the following options as its effect. Once activated, the symbol glows, filling a 60-foot sphere with dim light for 10 minutes, after which the spell ends. Each creature in the sphere when this happens is affected by its effect, as is anyone who enters the sphere for the first time on their turn, or ends their turn there.
Stunning. Each target must succeed on a Wisdom saving throw or become stunned for 1 minute on a failure. Hopelessness. Each creature subject to the effect must make a Charisma saving throw. On a failure, the target is overcome with despair for 1 minute. During this time, it can’t attack creatures or use abilities, spells, or other magical effects that deal damage. Discord. Each affected target must succeed on a Constitution saving throw. On a failure, the target argues and contradicts another creature for 1 minute. During this period, it’s incapable of coherent communication and has disadvantage on attack rolls and attribute checks. Pain. Each target must make a Constitution saving throw and becomes incapacitated by excruciating pain for 1 minute on a failure. Insanity. Anyone targeted by the symbol must make an Intelligence saving throw. The creature becomes insane for 1 minute on a failure. Due to the insanity, it can’t take actions, can’t understand what others say, can’t read, and speaks only incoherently. The GM controls its movement, which is erratic. Fear. Each target must succeed on a Wisdom saving throw or become frightened for 1 minute on a failure. While frightened this way, the target drops whatever it’s holding and must move at least 30 feet away from the symbol on each of its turns, if possible. Death. Each target must succeed on a Constitution saving throw, taking 10d10 necrotic damage on a failure, or half as much on a success. Sleep. Each target of the effect must succeed on a Wisdom saving throw or fall unconscious for 10 minutes. The creature wakes up if it takes damage or if someone uses an action to shake or slap it awake.
