This spell allows the character to scribe any of the potent
runes described below. A symbol can be quickly scribed in the air
or on some surface. Alternatively, the character can carefully
inscribe it on a surface. The symbol harms those who trigger it
(usually those who pass over it, touch it, read it, etc.)
A quickly scribed symbol has a casting time of 1 action. The
resulting rune becomes active immediately. It lasts 10 minutes
per caster level and glows faintly while it lasts. Symbols of
fear, hopelessness, pain, or persuasion can be used in this
manner. Symbols of death, discord, insanity, pain, sleep, and
stunning cannot.
A carefully engraved symbol has a casting time of 10 minutes.
The symbol is inactive when finished and remains so until
triggered. Once triggered, it becomes active and glows, usually
lasting 10 minutes per caster level. Some symbols can last
indefinitely once triggered. For example, a symbol of death ends
when it has slain 150 hit points worth of creatures.
To be effective, a symbol must always be placed in plain sight
and in a prominent location. Covering or hiding the rune renders
the symbol ineffective.
As a default, a symbol is triggered whenever a creature does
one or more of the following, as the character selects: reads,
touches, or passes over the rune, looks at the rune, or passes
through a portal bearing the rune.
In this case, "reading" the rune means any attempt
to study it, identify it, or fathom its meaning. Throwing a cover
over a symbol to render it inoperative triggers it if it reacts
to touch. To trigger a symbol, a creature must be within 60 feet
of the rune.
The character can set special triggering conditions of the
character's own. These can be as simple or elaborate as the
character desires. Special conditions for triggering a symbol can
be based on a creatures name, identity, or alignment, but
otherwise must be based on observable actions or qualities.
Intangibles such as level, class, HD, and hit points dont
qualify. For example, a symbol can be set to activate when a
lawful good creature approaches, but not when a paladin
approaches.
A symbols triggering conditions must always be defensive
in nature. A touch-triggered symbol remains untriggered if an
item bearing the symbol is used to touch a creature. Likewise, a
symbol cannot be placed on a weapon and set to activate when the
weapon strikes a foe.
Once the spell is cast, a symbols triggering conditions
cannot be changed.
The character ignore the effects of the character's own
symbols and cannot inadvertently trigger them. When scribing a
symbol quickly, the character can instantly attune any number of
creatures to the symbol, rending them immune to its effects,
provided the creatures are within 60 feet of the rune when it is
created and that the character is aware of their presence.
When creating a carefully inscribed symbol, the character can
specify a password or phrase that prevents a creature using it
from triggering the symbol. The character also can attune any
number of creatures to the symbol, but doing this can extend the
casting time. Attuning one or two creatures takes negligible
time, and attuning a small group (up to ten creatures) takes 1
hour. Attuning a large group (up to twenty-five creatures) takes
1 day. Attuning larger groups takes proportionately longer, as
the DM sees fit.
When triggered, a symbol affects all creatures within a
60-foot radius except for the character and any individuals
attuned to it. If a symbol has a password, anyone using the
password remains immune to that particular runes effects so
long as the character remains within 60 feet of the rune. If the
character leaves the radius and returns later, he must use the
password again. Once triggered, a symbol remains active until its
duration expires. Creatures who subsequently meet an active
symbols triggering conditions suffer its effects.
A successful dispel magic removes the effects of a symbol from
a creature unless the symbols effect is instantaneous
(death, stunning) or the description specifies another remedy
(insanity). The rune itself can be removed by a successful dispel
magic targeted solely on the rune. An erase spell has no effect
on a symbol. Destruction of the surface where a symbol rests
destroys the symbol but also triggers its effects.
Read magic allows the character to identify a symbol with a
successful Spellcraft check (DC 19). Identifying the symbol does
not discharge it and allows the character to know the version of
the symbol.
A symbol can be rendered permanent with the permanency spell,
provided it is carefully engraved upon a permanent, nonportable
surface such as a wall or door. A permanency spell extends a
symbols basic duration of 10 minutes per caster level
indefinitely. When triggered, a permanent symbol usually glows
and is active for about 10 minutes, but there is no limit to how
many times it can be triggered. If the symbol can affect only a
limited number of hit points worth of creatures, the limit
applies each 10 minutes. For example, a permanent symbol of death
could slay 150 hit points worth of creatures every 10 minutes.
Known symbols include:
Death: One or more creatures within the radius, whose combined
total hit points do not exceed 150, must succeed at Fortitude
saves or die. The symbol affects the closest creatures first,
skipping creatures with too many hit points to affect. This
symbol must be carefully engraved on a surface. Once triggered,
the symbol lasts until it has affected 150 hit points worth of
creatures.
Discord: All creatures with an Intelligence score of 3 or
higher within 60 feet immediately fall into loud bickering and
arguing. Meaningful communication is impossible. If the affected
creatures have different alignments, there is a 50% chance that
they attack each other. Bickering lasts 5d4 rounds. Fighting
begins 1d4 rounds into the bickering and lasts 2d4 rounds. This
symbol must be carefully engraved on a surface. Once triggered,
the symbol lasts 10 minutes per caster level. This version is a
mind-affecting spell.
Fear: This symbol can be scribed quickly or carefully engraved
on a surface. Creatures within the radius are afflicted by a
powerful version of the fear spell. If scribed in the air, this
symbol requires a Will save to resist. If the rune is carefully
inscribed, the save DC increases by 4. Once triggered, the symbol
lasts 10 minutes per caster level. This version is a
mind-affecting spell.
Hopelessness: All creatures within the radius must attempt
Will saves. If the rune is carefully engraved on a surface, the
save DC increases by 4. If the save fails, the creature suffers
from hopelessness for 3d4x10 minutes and submits to simple
demands from foes, such as to surrender or get out. The effect is
similar to that of the suggestion spell. If no foes are present
to make demands, there is a 25% chance that a hopeless creature
proves unable to take any action except hold its ground. If the
creature remains free to act, there is a 25% chance it retreats
from the rune at normal speed. In either case, the creature can
defend normally if attacked. Once triggered, the symbol lasts 10
minutes per caster level. This version is a mind-affecting spell.
Insanity: One or more creatures within the radius, whose
combined total hit points do not exceed 150, become insane (as
the insanity spell; Will negates). The symbol affects the closest
creatures first, skipping creatures with too many hit points to
affect. This symbol must be carefully engraved on a surface. Once
triggered, the symbol lasts until it has affected 150 hit points
worth of creatures. This version is a mind-affecting spell.
Pain: Creatures within the radius suffer wracking pains that
reduce Dexterity scores by 2 and impose a 4 penalty on
attack rolls, skill checks, and ability checks (Fortitude
negates). Both effects last 2d10x10 minutes. This symbol can be
scribed quickly or carefully engraved on a surface. If carefully
inscribed, the save DC increases by 4. Once triggered, the symbol
lasts 10 minutes per caster level.
Persuasion: This symbol can be scribed quickly or carefully
engraved on a surface. All creatures within the radius must
succeed at Will saves to resist. If the symbol is carefully
inscribed, the save DC increases by 4. If the save fails, the
creature becomes the same alignment as the character for 1d20 x
10 minutes. During this time, affected creatures become friendly
to the character as though subjected to charm person. This
version is a mind-affecting spell.
Sleep: Creatures within the radius fall into a catatonic
slumber if they have 8 or fewer HD (Will negates). Sleeping
creatures cannot be awakened for 3d6x10 minutes. This symbol must
be carefully engraved on a surface. Once triggered, the symbol
lasts 10 minutes per caster level. This version is a
mind-affecting spell.
Stunning: One or more creatures within the radius whose total
hit points do not exceed 250 become stunned (Fortitude negates).
The symbol affects the closest creatures first, skipping
creatures with too many hit points to affect. A stunned creature
cant act and loses any Dexterity bonus to AC. Attackers
gain +2 bonuses to attack it. In addition, the stunned creatures
drop what they are holding. This symbol must be carefully
engraved on a surface.
Material Component, carefully scribed: Worth at least 5,000 gp
each.
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