Symbol (spell)
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Range | 5 ft. |
Duration | 10 rounds/level |
Area of Effect | 40 ft. circle |
Casting Time | 2 rounds |
Saving Throw | negates |
Level | cleric (7th) |
Inscribes a symbol in the air which affects all within the area of effect. 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.