The Darcaster
Symbol Spells
   All symbol spells share the following characteristics.
   These spells allow you to scribe a potent rune of power upon a surface. When triggered, one or more creatures within 60 of the symbol (treat as a burst) must make a successful saving throw or suffer the effects of the symbol. Any creature that enters the area while the symbol is active is subject to its effect, whether or not that creature was in the area when it was triggered. A creature need save against the symbol only once as long as it remains within the area, though if it leaves the area and returns while the symbol is still active, it must save again.
   Untill it is triggered, the symbol is inactive (though it is visible and legible at a distance of 60 feet). 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 innefective, unless a creature removes the covering, in which case the symbol works normally.
   As a default, symbol spells are triggered whenever a creature does one or more of the following, as you select: looks at the rune; touches the rune; passes over the rune; or 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 methods, such as reading the rune). Once the spell is cast, a symbol's triggering conditions cannot be changed.
   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 the symbol reacts to touch. You can't use a symbol offensively; for instance, 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.
   You can also set special triggering limitations of your own. These can be as simple or elaborate as you desire. Special conditions for triggering a symbol can be based upon a creature's name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, and hit points don't qualify. For example, a symbol can be set to activate when a lawful good creature approaches, but not when a paladin approaches.
   When scribing a symbol, you can specify a password or phrase that prevents a creature from triggering the effect. anyone using the password remains immune to that particular rune's effects so long as the creature remains within 60 of the rune. If the creature leaves the radius and returns later, it must use the password again.
   You can also 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 (as many as ten creatures) extends the casting time to 1 hour. Attuning a large group (as many as twenty-five creatures) takes 24 hours. Attuning larger groups takes proportionately longer, as the DM sees fit. any creature attuned to a symbol cannot trigger it and is immune to its effects, even if within its radius when triggered. You are automatically considered attuned to your own symbols, and thus always ignore the effects and cannot inadvertantly trigger them.
   Read magic allows a creature to identify a symbol with a DC 19 Spellcraft check. Of course, if the symbol is set to be triggered by reading it, this will trigger the symbol.
   A symbol can be removed by a successful dispel magic targeted solely on the rune. An erase spell has no effect upon a symbol. Destruction of the surface where a symbol is inscribed destroys the symbol but also triggers it.
   Symbol spells can be made permanent with a permanency spell. A permanent symbol that is disabled or that has affected its maximum number of hit points becomes unactive for 10 minutes, then can be triggered again as normal.
   Note: Magic traps such as symbol spells are hard to detect and disable. A rogue (only) can use the Search skill to find a symbol and Disable Device to thwart it. The DC in each case is 25 + spell level.
Return to:
Symbol of Pain Symbol of Fear Symbol of Weakness Symbol of Death