Symbol

Symbol

7th level Abjuration

When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.

The glyph is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it.

You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.

You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature’s physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don’t trigger the glyph, such as those who say a certain password.

When you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there.

Death. Each target must make a constitution saving throw, taking 10d 10 necrotic damage on a failed save, or half as much damage on a successful save.

Discord. Each target must make a constitution saving throw. On a failed save, a target bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks.

Fear. Each target must make a wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened, the target drops whatever it is holding and must move at least 30 feet away from the glyph on each of its turns, if able.

Hopelessness. Each target must make a charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can’t attack or target any creature with harmful abilities, spells, or other magical effects.

Insanity. Each target must make an intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can’t take actions, can’t understand what other creatures say, can’t read, and speaks only in gibberish. The GM controls its movement, which is erratic.

Pain. Each target must make a constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save.

Sleep. Each target must make a wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake.

Stunning. Each target must make a wisdom saving throw and becomes stunned for 1 minute on a failed save.

Casting Time: 1 minute
Range: Touch
Attack Save: Constitution, Intelligence, Wisdom, Charisma
Duration: Until dispelled
Classes: Bard, Cleric, Wizard
Components: Verbal, Somatic, Material *

*Mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, which the spell consumes.

Lore

The Stream

Credits: SRD 5.1

×
×
Help

Add/Edit Spells

Identity

Title

Provide the official name of the spell, such as "Acid Arrow." This name is used for reference in spell lists, during gameplay, and when players or characters are selecting spells to learn or cast.

Level

Indicate the spell's level, which represents its power and the tier at which it can be cast. For example, a level 2 spell is more advanced than a level 1 spell but not as powerful as higher-level spells.

School

Select the school of magic to which the spell belongs, like "Evocation." Each school has a different thematic focus that often indicates the general effects of the spell—Evocation, for instance, typically involves spells that create energy or elemental effects.

Classes

Specify which classes can cast the spell, such as Wizard or Bard. This determines which character types have access to the spell in their spell lists and can be important for balancing class abilities and thematic consistency.

Description

The "Description" section is where the narrative and mechanical aspects of a spell are detailed. This is where you will articulate what the spell does, how it works, and any additional flavor text that adds depth to its usage.

Writing a Spell Description

Begin with a clear statement of the spell's effects. Include specifics such as the type and amount of damage it deals, its range, duration, and any area of effect. Incorporate any rules that govern the spell's usage, such as saving throws, attack rolls, or how it interacts with other spells and abilities within the game. Add descriptive language that paints a picture of what happens when the spell is cast. This can include sensory details about the spell's appearance, sounds, sensations, and impact on the environment.

For example, Acid Arrow is described as:

A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.

Excerpt

The excerpt is used as the brief introduction for your spell. If you don't fill this in it will automatically use a portion of your Description.

Casting

The "Casting" section of a spell details the requirements and limitations for how the spell is cast. This includes the necessary components, the duration of the spell's effects, and any concentration requirements.

Requires Concentration?

Toggle this switch if the spell requires the caster to maintain concentration. This means that certain activities, including taking damage, may break the caster's focus and end the spell's effects.

Can cast as ritual?

Some spells have a special tag: ritual. Such a spell can be cast following the normal rules for spellcasting, or the spell can be cast as a ritual. A ritual casting doesn't expend a spell slot, which allows the spell to be used repeatedly without depleting a caster's magical reserves.

Duration

Specify how long the spell's effects last. 'Instantaneous' indicates that the spell occurs instantly and does not have a persistent effect.

Casting Time

Enter the time required to cast the spell, such as '1 action', which indicates the spell can be cast as part of the caster's actions during a turn.

Components

Verbal (V): Check this box if the spell requires spoken words to cast.

Somatic (S): Check this box if the spell requires a particular hand movement or gesture.

Material (M): Check this box if the spell requires material components.

Spellcasting Focus: Instead of material components, a caster can use a spellcasting focus, such as a wand, a crystal, or some other arcane object related to their class or magic tradition.

Focus (F): Some spells require a focus, a particular object of significance. A focus is not consumed when the spell is cast, but must be in the caster's possession throughout the casting.

Divine Focus (DF): Divine spells often require a divine focus, which is a spiritual or religious symbol, like a deity's holy symbol. This must be presented or held aloft, but like a regular focus, it is not consumed.

Experience Points (XP): Some particularly powerful spells may require the caster to expend experience points (XP) as part of the casting process. This reflects the personal sacrifice and exertion of life force or magical energy.

Material

Materials Required: List any specific materials needed to cast the spell, like 'Powdered rhubarb leaf and an adder's stomach.' Some spells might not need materials if the caster has a spellcasting focus.

Attack

Attack Type

If the spell is an attack spell, indicate whether the attack is 'Melee' or 'Ranged'. This determines the distance from which the attack can be effectively launched. For example, 'Ranged' would be selected for attacks that can be executed from a distance.

Range

Specify the maximum range of the attack. This is the distance from the caster or attacker within which the spell or ability can be used. For instance, '90 feet' denotes that the target can be up to 90 feet away from the point of origin.

Attack Save

If the attack requires the target to make a saving throw, select the type of save(s) from the dropdown menu. This could be a Dexterity, Constitution, Wisdom, or another type of save, depending on the nature of the attack and what it's defending against.

Damage

Damage Type

If the spell inflicts damage, indicate the damage type, such as "Acid." This identifies the category of damage that the spell or ability deals, which can be significant for creatures with vulnerabilities, resistances, or immunities.

Damage at Slot Level

For spells that can be cast using higher-level spell slots, detail the additional damage incurred when using a higher slot. This might be in the form of extra dice rolled or a flat increase in damage.

Damage at Character Level

If the spell's damage increases with the caster's level, describe the progression here. This could include at which character levels the spell's damage increases and by what amount.

Higher Levels

For spells that become more potent when cast with higher-level spell slots, the "Higher Levels" section captures these scaling effects. Describe what additional benefits the spell gains when a higher-level slot is used. This could be anything from additional damage, longer duration, larger area of effect, or additional targets.

Provide specific details on the scaling. For example, Acid Arrow is described:

When this spell is cast using a spell slot of 3rd level or higher, the initial damage increases by 2d4, and the ongoing acid damage increases by 1d4 for each slot level above 2nd.

Featured Image

Featured Images are a vital aspect of visually representing the various elements of your game, be it characters, monsters, spells, locations, campaigns, or items. We offer a flexible approach to creating these images, whether through our Squire's image generation service or personal uploads.

Squire-Generated Imagery

Using Tokens for Image Generation: Game Squire uses Tokens to generate images. For a square (1:1) image, you'll use 4 Tokens, while a wider (16:9), higher-resolution image requires 8 Tokens.

Timing and Details: For the best results, generate an image after you've entered all the basic features of the element (like a character's race, class, or a location's key traits). This ensures that the Squire can accurately create an image that reflects the specified attributes and style.

Image Tone: Setting the tone for your image is important. It will define the look (or looks) for your character, world or campaign. Be sure to set your tone before generating images. You can save as many tones as you like and quickly switch between them using the "Change Tone" link.

Image Prompt: If you aren't getting the result you expect for your generated image, try writing a short, clear prompt to help the Squire generate an image. This can help the Squire know what it should put into the image, and how to pose, or lay out the image. If you're getting unwanted text or words, entering a description of what you think the image should be can help. Avoid putting words in quotes and avoid using proper names because it can think these are important labels it should put into the image.

Personal Image Uploads

Uploading Your Own Images: If you have a specific image or artwork in mind, you can directly upload it. This option allows you to use custom or pre-made images that perfectly match your vision.

Flexibility in Representation: Personal uploads are ideal for users who prefer to have complete control over the visual representation of their game elements.

Gallery

The Gallery is your space to visually expand your world. Utilizing the Media Manager, you can upload, store, and select images to enrich your role-playing experience.

Uploading with the Media Manager: Easily upload images related to your character, such as character portraits, drawings of significant items, or maps. The Media Manager allows for straightforward uploading and immediate integration of these images into your character's profile.

Storing and Finding Images: Your uploaded images are stored securely within the Media Manager, making it simple to search for and retrieve images related to different aspects of your character’s story.

Selecting from Existing Images: In addition to uploading new images, you can browse and select from images you've previously uploaded. This feature makes it convenient to reuse and repurpose images across different sections or in multiple campaigns.

Sharing and Inspiration: Use the gallery to share visual elements with your Game Master (GM) or your fellow players. This visual aid is not just a showcase but also a source of inspiration, helping to spark new ideas and add depth to your game's narrative.

×
Media Manager
or drop here
×
Media Manager
Media Manager
×
No images available.
Upgrade your account to access image generation features.

Note: some features use AI, are in early development, and won’t always get it right.