Symbol I (Spell)
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Symbol is a complex and powerful spell, best described as two different spells of each level from 5th to 9th, referred to as Symbol I (5th), II (6th), III (7th), IV (8th), and V (9th). The spells all share the following traits, except where otherwise noted in the spell's description:
- Highly Configurable
- All symbols can be configured to affect only targets you designate. You can craft the symbol to differentiate between observable traits like race, gender, size, type (humanoid, construct, etc), or even alignment. You cannot craft the symbol to distinguish based on metagame traits such as class, or unobservable complexities such as surface thoughts, patron deity, or intentions. You can craft the symbol to affect or not affect creatures based on objects they carry; for instance, you could issue tokens to party members or minions which render them immune to the symbol. You even designate certain, specific individuals to be targeted or not targeted; to do so, you must either know their true name, have a piece of their body or a prized possession, or have their willing cooperation during the casting of the spell.
- Sight-Dependent
- All symbols are visible sigils of magical light, whose power lies in the precise crafting of their form. Therefore, only creatures which can see the symbol are affected. A creature who knows there is a symbol nearby can attempt to avert his eyes, effectively granting concealment to all targets with respect to his own attacks, but granting himself a +4 to any allowed saves. A creature can also voluntarily blind himself, by closing his eyes, applying a blindfold, or other means, rendering him immune to the symbol, but also granting all of his potential targets total concealment. If he opens his eyes at any point, the symbol takes effect if it is still active and within range.
- Variable School
- All symbols have their own school. The Symbol spells themselves are Universal. However, you cannot use symbols of a school which is prohibited to you. Spell Focus and similar effects apply to symbols of their school.
Symbol (Evoked)
- Level
- Sor/Wiz 5, Clr 5
- Components
- V, S, DF
- Casting Time
- 1 action
- Range
- 0 ft
- Effect
- A magical symbol hovering in the air
- Duration
- Varies
- Saving Throw
- Varies
- Spell Resistance
- Varies
You scribe a magical symbol in the air; this comprises the spell's somatic component, but most of the actual work is done by magic. Once scribed, the symbol takes effect immediately. It's effect is one of the following:
- Symbol of Pain (Necromancy) Evil
- All sighted creatures within 60 feet are wracked with pain, imposing a -4 penalty on attack rolls, skill checks, and ability checks. The symbol lasts for 1 round, affecting any who enter the area while it exists. The effects last for 1 round/level after the symbol disappears, or an affected creature moves farther than 60 feet from the symbol. Fort negates.
- Symbol of Sleep (Enchantment) Mind-Affecting
- All sighted creatures of 10 HD or less within 60 feet of the symbol of sleep fall into a catatonic slumber for 3d6 minutes. Unlike with the sleep spell, sleeping creatures cannot be awakened by nonmagical means before this time expires. Will negates.
- Symbol of Spell Loss (Abjuration)
- Each sighted spellcaster must attempt a Will saving throw every round they are within range, at the beginning of their turn. Failure means that the highest-level spell prepared by the spellcaster (or highest-level spell slot, if the character casts spells spontaneously) is lost for the day. The symbol remains active for 1 round per level, or until it has erased fifty levels of spells. The symbol attacks creatures with spell-like abilities as if they had spells, consuming a daily use of the highest-level ability the creature possesses, or suppressing an ability usable at will for 1 round.
- Symbol of Thought (Divination) Mind-Affecting
- This symbol listens to the thoughts of all creatures within 60 ft as in Detect Thoughts for 1 rd/level, Will negates. As a free action, while within 60 ft of the symbol, you may access all thoughts that it has thus far recorded. Unlike other symbols, you may craft this symbol to discriminate based on thoughts; for instance, you could create a symbol of thought which detects only thoughts about you. When the symbol ends, all thoughts recorded are lost.
Symbol (Inscribed)
- Level
- Sor/Wiz 5, Clr 5
- Components
- V, S, DF
- Casting Time
- 10 minutes
- Range
- 0 ft
- Effect
- A magical symbol inscribed upon an object
- Duration
- Varies
- Saving Throw
- Varies
- Spell Resistance
- Varies
As Symbol (Evoked), except as follows:
You scribe a magical symbol into an object. The object can be a structural element such as a wall, floor, or column, or a free object such as a tablet, scroll, or plaque. The object can be anything, as long as it is solid and not amorphous, and no smaller than Tiny. The spell confers no special protections on the object. If the object is ever destroyed, the symbol is destroyed immediately, though any lingering effects it might have had remain for their normal duration.
An inscribed symbol lasts much longer than an evoked symbol, but incurs a material component cost. This cost usually takes the form of special materials used to physically scribe the symbol.
You may set the conditions upon which the symbol activates. You may craft the symbol to be activated when a creature:
- Looks at the rune
- Reads the rune
- Touches the rune
- Passes over the rune
- Passes through a portal bearing the rune.
Regardless of the trigger method or methods chosen, a creature more than 60 feet from a symbol can’t trigger it (even if it meets one or more of the triggering conditions, such as reading the rune), unless otherwise noted in the symbol's description. Once the spell is cast, a symbol’s triggering conditions cannot be changed.
- Symbol of Pain
- Lasts 10 minutes per level; the spell's effect lasts 1 hour for creatures who leave the 60 ft radius, rather than the normal 1 round/level.
- Symbol of Sleep
- Lasts 10 minutes per level. The sleep effect persists for 3d6x10 minutes after an affected creature leaves the spell's area (or the spell ends).
- Symbol of Spell Loss
- Lasts 10 minutes per level, or until it erases 500 levels of spells.
- Symbol of Thought
- Lasts 10 minutes per level. Unlike other symbols, this symbol can be disguised, so that it is difficult to notice (and thus destroy). You may roll a Hide or Disguise check at crafting time with a +10 bonus; creatures must pass a Spot check opposed to your Hide or Disguise check in order to notice the symbol. Detect Magic and similar spells will see the symbol as normal.
- Material component
- All have a material component of mercury and phosphorus, plus powdered diamond and opal with a total value of at least 1,000 gp.
- Symbol as a magical trap
- Inscribed symbols are treated as magical traps for the purposes of rogues' ability to detect and disarm them. The Search and Disable Device DC's are as normal, 25 + spell level.
- Permanency
- Inscribed symbols can be made permanent by expending xp at crafting time. Doing so removes all limitations from a symbol, such as maximum hit points or levels affected, and sets the duration to permanent. The symbol can still be dispelled (suppressed, as a magic item would be) or destroyed by sundering the object on which it is scribed.
:The cost to make a symbol permanent is as follows:
::Symbol I: 1,000 XP.
::Symbol II: 2,000 XP.
::Symbol III: 3,000 XP.
::Symbol IV: 4,000 XP.
::Symbol V: 5,000 XP.
Source: Original (revised)