- Casting time: 60 seconds
- Level: 7th
- Range: Touch
- Class: abjuration
- Components: It makes use of V, S, and M. The mercury, phosphorus and crushed diamond are used, it is at least of 1000gp. Can entire spell consume up to it?
- Duration: The spell remains active until dispelling or triggered externally
The symbol is used when you do a powerful casting spell. You need to inscribe a glyph it can be on any surface like floor, wall or any table. The object should be closed. IT can be a book or a scroll.
The 7th level abjuration of the symbol has a below-mentioned specification
When you make use of the casting spell, you need to inscribe the glyph which can be harmful several times. If you select a particular surface to make sure the glyph can easily convert all the area of that particular surface. It should not be larger than 10 feet in the total diameter. If you select any kind of object, it is must for the object to stay in that particular place and if the object makes a movement more than 10 feet of the actual casting spell location the glyph gets broken. The spell will end without using any external trigger.
The overall glyph is totally invisible and needs a high level of intelligence, it should be in the form of investigation and needs to be checked against for saving spell to find it out.
When you make a final decision on what to trigger, you can easily cast the pell. The entire incident surface and the triggers can easily be included using the touch or step on the glyph. You can easily remove the other objects which is covering it and which is reaching it at a reasonable distance. The entire manipulation of the object can be held. The unique glyph which is inscribed with the help of a regular object can be commonly used as a trigger. The trigger should be used as an object which can easily approach from a particular distance. You can easily notice the glyph and can also read it effectively.
Moreover, you can also filter trigger easily so that the final spell is activated easily. It can work under some sort of circumstances and the creatures are adapted as per the overall physical characteristic. It can be the basic characteristic like height and weight. It can also be physical with the ward and can affect the shapechangers.
You can easily inscribe and select the one best option which suits you well. Onee the glyph is triggered, it glows and fills a lead of 60-foot in radius Sphere and the light remains dim for more than 10 minutes. This happens until the overall spell ends. Each and every creature inside the sphere can get activated easily and is targeted by the total effect. If the creature enters the overall sphere for the initial time, the entire turn ends and it remains the same.
Death: every target is important to make a constitution, the saving and taking of 10d10 can be done easily without damaging on the failed save The half of the damaged is on the successful save option.
Discard: Each and every target should make use of a constitution with the help of saving throw. On each and every failed saving, the target should argue and bickers with the unique creature for at least 60 seconds. At this time, the meaningful communication should be checked. If not taken into right consideration, it can lead to disadvantage and attack on rolls.
Fear Every target should be capable of the window saving, this makes the frighten for 60 seconds, all this happens on a failed save. When the frightened and target leaves at the holding, it should be at least 30 feet away from the actual glyph on regular trains.
Hopelessness: Every target should be charisma saving when it departs for even a single minute it can effectively attack the target.
Insanity” every target should make use of intelligence because it cant speak in a meaningful tone.
Pain: Every target should be constitution saving and sometimes can be incapable of pain for more than 60 seconds.
Pain: every target should have a wisdom as it falls for 10 minutes.
Stunning: every target should have wisdom savings and it should be for 60 seconds.
Cleric Spells | Bard Spells | Druid Spells | Paladin Spells | Ranger Spells | Sorcerer Spells | Warlock Spells | Wizard Spells |