Elemental Glyph Spell in Dalen-Toril | World Anvil
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Elemental Glyph

Arcane (2nd Level)
Reversible: No
Range: Touch
Duration: Special
Area of Effect: Special
Components: S, M
Casting Time: 3 rounds
Saving Throw: Half

Effect

By tracing these mystic glyphs on a wall or floor with dragon blood, the caster creates a magic land mine. The caster can choose whether they want the effects to be of shadow, fire, light, ice, water, stone, wind, or pure magical energy. The effects of each depend on the level of the caster at the time of casting and are as follows:   Shadow will appear as if ink were released into water, spreading magical darkness throughout a ten square foot area per level of the caster. The magical darkness will last for one day. If the glyph was placed by a magic-user of 11th level or higher, the darkness is permanent until dispelled.   Fire will shoot flames up and out of the enchanted area, dealing 1d4+1 points of fire damage per level of the caster to anyone and anything within 10 feet of the rune. If the glyph was placed by a magic-user of 10th level or higher, anyone affected continues to take 1d4 points of damage each round for 2d6 rounds. Flammable objects affected are set ablaze.   Light will flash a bright light, blinding anyone looking in the direction of the explosion for 1d3 rounds per level of the caster. If the glyph was placed by a magic-user of 11th level or higher, the explosion will leave the enchanted area glowing as if under the Continual Light spell for 1d20 days.   Ice will send ice spikes out of the enchanted area, dealing 1d3 points of damage per level of the caster. If the glyph was placed by a magic-user of 10th level or higher, anyone and anything standing over a rune placed on the ground must make a save versus spell with a bonus of 3 or be frozen solid.   Water will shoot 5 gallons of water per level of the caster out of the enchanted area, dousing any fires in the area, natural or magical. The water will deal 1d2 points of damage per gallon for anyone or anything touching the rune. If the glyph was placed by a magic-user of 11th level or higher, the water will be extremely hot, adding 1d4 points of damage per level of the caster and completely ruining all paper in the affected area. Spellbooks and scrolls get a save versus acid.   Stone will explode, sending rocks flying in the direction that the rune faces, dealing 1d4 points of damage per level of the caster. If the glyph was placed by a magic-user of 10th level or higher, anyone or anything touching the rune must make a save versus spell with a bonus of 3 or be turned to stone.   Wind will send a gust of wind out of the enchanted area throwing anyone or anything in the area 10 feet per level of the caster. If the glyph was placed by a magic-user of 11th level or higher, a detonation has a 5% chance per level of the caster over 10th to spawn an 8HD wind elemental.   Pure magic will simply create an explosion covering 5 square feet beyond the rune per level of the caster, dealing 1d4 points of damage per level. If the glyph is placed by a magic-user over 10th level, there is a 50% chance that one magic missile will hit every creature within the affected area, a 25% chance that another rune of any other element will be placed in the exact same spot, and a 5% chance that all magic items in the area will have to save versus spell or be void of all magical properties.   If the affected creatures make a saving throw versus spell, the initial damage is halved, but the secondary effects are not affected. The
Material Components
Dragon blood

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