Difference between revisions of "Symbol (spell)"

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[[File:Symbol (spell).jpg|right|525px|thumb]]
 
[[File:Symbol (spell).jpg|right|525px|thumb]]
'''Symbol''' enables the caster to inscribe a glyph into the air, which in turn strikes outwards at every creature within the area of effect.
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'''Symbol''' enables the caster to inscribe a glyph into the air, which in turn strikes outwards at every creature within the area of effect immediately upon [[Discharge|discharge]].  The power of the symbol is etched into every consciousness instantly, slashing through mind, body and being, depending on the sort of glyph inscribed.
  
 
{{Spelltable
 
{{Spelltable
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| level = [[Cleric 7th Level Spells|cleric (7th)]]
 
| level = [[Cleric 7th Level Spells|cleric (7th)]]
 
}}
 
}}
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There is a saving throw against magic for each; however, even if a save is made, some effect is still felt by the recipients.  This, too, depends on the symbol; each of these are described below:
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'''Death''': every creature in the area, friend or foe, is allowed a saving throw against [[Death|death]]; a failure will eliminate all hit points, including 10 points below zero.  The dead are therefore considered to be at -10 where the spell [[Death's Door (spell)|death's door]] is concerned.
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There are three symbols the cleric may choose to create, each having its own effect:
 
There are three symbols the cleric may choose to create, each having its own effect:

Revision as of 02:24, 14 December 2021

Symbol (spell).jpg

Symbol enables the caster to inscribe a glyph into the air, which in turn strikes outwards at every creature within the area of effect immediately upon discharge. The power of the symbol is etched into every consciousness instantly, slashing through mind, body and being, depending on the sort of glyph inscribed.

Symbol
Range 5 ft.
Duration 10 rounds/level
Area of Effect 40 ft. circle
Casting Time 2 rounds
Saving Throw negates
Level cleric (7th)

There is a saving throw against magic for each; however, even if a save is made, some effect is still felt by the recipients. This, too, depends on the symbol; each of these are described below:

Death: every creature in the area, friend or foe, is allowed a saving throw against death; a failure will eliminate all hit points, including 10 points below zero. The dead are therefore considered to be at -10 where the spell death's door is concerned.


There are three symbols the cleric may choose to create, each having its own effect:

  • Hopelessness. Creatures will experience a complete loss of morale. Those who make saving throw will retreat to a distance of 60’ from the cleric, and will seek to negotiate peace or freedom of passage, unless aroused by greater than their number to return to battle — whereupon the symbol will no longer affect them. This arousing must be done by creatures within 10 feet of the affected. Those creatures who fail save against the hopelessness symbol will fall to their knees and surrender to the cleric.
  • Pain. Creatures will experience 2d6 hit points of damage, and have their movement reduced to 2, until they have left the area of effect. Those who are reduced to –4 hit points will fall unconscious and suffer no further damage. Creatures will be in too much pain to fight, but their defensive armour class (AC) will be unchanged.
  • Persuasion. Creatures must make save or they will become immediately friendly to the cleric; they will fight for the cleric’s causes and defend specifically the cleric above all else; if they are within 10’ of the cleric, furthermore, their AC will be improved by 2 points. However, once creatures have left the area of effect, the persuasion will end.