Every
spell in this list creates a magical, glowing glyph above the head or
around the magician's body. This symbol can be physically struck with
magical attacks or spells, which ends the effect prematurely. Each
symbol has a number of HD equal to its spell level and AC of 8.
This
rune gives off an unearthly yellow light. All within the light have
-2 to all saves, and if any supernatural or racial bonuses allow for
rerolls, this light also stops them. The symbol also curses the
caster with its effect, unless an exceptionally large broad-brimmed
hat is worn to create a shadow around them that stops the light.
Secondly;
this glyph is the second part of the spell Symbol
of Saligarra
and the glyphs combine together. Together they give off an unearthly
orange glow, and when the Symbol is swung to harm a foe it also
causes a save or lose 1d6 maximum hit points until recovered.
[2]
Crushing Glyph - 3rd
level
This
symbol is cast about above an enemy instead of a magician. Each round
it is above their head, it deals 1d4 damage. Every round after the
first, the target gets a saving throw to resist the secondary effect-
even on a success they take 1d4 damage. On a failure, they take 1d4
damage + all the damage dealt in previous rounds. If this glyph is
not removed quickly, it causes certain death for its wearer. Because
the glyph is directly above the target of this spell, they can easily
hit it with melee weapons.
The
Crushing Glyph lasts for as long as the magician maintains
concentration, which is ended when they are next hit. After breaking
concentration or doing something else for their turn, the glyph lasts
one more turn before dissipating.
[3]
Shocking Glyph - 1st
level
This
glyph is created from static electricity above the user's head. The
next time an enemy comes within melee range and is using a metallic
weapon, the glyph will zap them for 1d6+1 damage, and if they fail a
save they lose their attack from getting stunned by the shock.
Additionally,
this spell can be avoided by clever warriors who wrap their sword
handles with a special melted bark from a certain tree.
[4]
Symbol of Usso - 2nd
level
The
glowing silver symbol dares any to approach the magician. Anyone who
takes a step towards the magician must make a saving throw, or take 1
damage. It only deals 1 damage to move towards them for your entire
round, so running at them still only deals 1 damage on a failed save.
By
concentrating on the Symbol- the magic user can give up their action
this round to channel its powers. This makes the silver light white,
and slows movement of those moving towards them by ½ while this
ability is channeled- this still only works on those who fail the
saving throw.
[5]
Blossoming Sigil -
3rd
level
This
symbol appears as a constantly billowing, blooming flower with gray
petals, falling in on themselves and letting out a pale light. Beyond
being useful as a light spell, nearby plants turn their heads towards
the sigil as though it was the sun's light. All healing spells,
powers, or first aid used under this symbol are increased by +3, and
all saving throws against death are made at +3. The bearer of this
symbol is also the first target of the undead and demons- who despise
this light of the blossom. The symbol lasts for 4+1d4 exploration
turns.
[6]
Symbol of Pangolin -
4th
level
This
spell creates a hunched brown and red glyph above the target's head,
curled into the shape of an orb. This symbol is special and has 18
AC, and grants whoever it is above a bonus armor. The protective
field means that when the first attack is made, it must beat an AC of
18, and then if it succeeds make another successful attack roll
against the target's normal AC.
This
symbol lasts for up to an hour.
[7]
Symbol of Magnitude -
3rd
level
You
look bigger. The red-orange symbol above your head appears as a shape
growing into a larger outline; which continues forever and makes it
look like the symbol is constantly growing even when it is not. This
doesn't change your actual size, just makes you look bigger and
stronger; the lightning falls on your frame, nearby objects bend back
to appear smaller, everyone's view shifts a few centimeters
downwards, and so on.
While
under the power of this symbol, you treat your Strength modifier as
+3 for the purposes of attack rolls, contests of strength, or grapple
rolls against other enemies.
This symbol lasts for up to 3 hours.
[8]
Sigil of Raining Death
- 4th
level
When
this intimidating purple glowing sign appears above your head, those
with knowledge of magic take cover. After this spell is cast, it
takes 2 combat rounds to take effect, as illusory storm clouds gather
overhead. After the 2 rounds, lightning cracks and glowing purple
stones begin to fall from the heavens or ceiling of the chamber you
are in. They strike at people through their armor and shields,
dealing 1d4 damage per round, which cannot be saved against or
evaded. Hiding underneath an object or alcove made of something
stronger then wood will protect you- anything too thin or flimsy and
the stone just punches through. If you are a quadrupedal creature,
prone and flat on the ground, or just particularly large, you will be
struck by more then one stone dealing 2d4 damage instead. This spell
does not distinguish between friend or foe but the symbol bearer is protected. This spells lasts for two
exploration turns.
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