abjuration, magical, [see text]
- Casting Time: 1 minute; Material, Somatic, and Verbal
- Range: touch
- Area: up to a 10-foot radius burst
- Duration: indefinite (D); see text
- Save: see text
You inscribe a nearly invisible glyph onto a surface or object. To see the symbol, a creature must succeed on a Perception check against your Spell DC. When you cast Symbol, you select a triggering sequence. Common triggering sequences include stepping on the glyph, coming in proximity to the glyph, manipulating the object on which the glyph is placed, or reading the glyph. In addition to this, you can define a creature to have certain features for it to trigger the symbol and you can set a password that, when spoken, allows the speaker to interact with the symbol without triggering it. Select one of the following types of symbols to inscribe when you cast this spell:
- Fear (enchantment, fear). A creature within the area is inflicted with the Frightened condition, depending on their Will save. On a successful save a creature is inflicted with the Frightened 1 condition, on a failure a creature is inflicted with the Frightened 2 condition for a number of rounds equal to your Proficiency Score, on a critical failure a creature is inflicted with the Frightened 3 condition for the duration of the symbol with a minimum number of rounds equal to your Proficiency Score and the Fleeing condition for 3 rounds.
- Pain (evocation). A creature within the area takes a number of d8s psychic damage equal to your Proficiency Score, depending on their Fortitude save. On a successful save a creature takes half damage, on a failure a creature takes full damage, and on a critical failure a creature takes double damage.
- Persuasion (enchantment). A creature within the area becomes compelled to complete a certain task which you name when you inscribe Symbol of Persuasion and that is no self-destructive, depending on their Will save. On a success a creature is compelled to spend a round following your directions, on a failure a creature is compelled to follow your directions for a number of rounds equal to your Proficiency Score, and on a critical failure a failure a creature is compelled to follow your directions for the duration of the symbol with a minimum number of rounds equal to your Proficiency Score. A creature is not compelled to follow any self-destructive tasks.
- Sleep (enchantment). A creature within the area is inflicted with the Asleep condition, depending on their Will save. On a successful save a creature is inflicted with the Slowed 1 condition for a round, on a failure a creature is inflicted with the Asleep condition for a number of rounds equal to your Proficiency Score and cannot be woken early, on a critical failure a creature is inflicted with the Asleep condition for the duration of the symbol with a minimum number of rounds equal to your Proficiency Score and cannot be woken early.
Once triggered, the symbol glows with dim light in a 60-foot aura for 10 minutes. While it glows, the symbol is active and affects all creatures within the 60-foot aura. Only an Erase spell can attempt to dispel a Symbol, even if the symbol is drawn on a nonwritten object. If another source of dispelling attempts it, or the Erase spell fails, the Symbol spell is triggered. Symbol is on the Arcane, Divine, and Occult Spell Lists.
Heighten (+1):
Level 8 Spell Slot and higher. You can inscribe a Symbol of Discord or a Symbol of Insanity.
- Discord (enchantment). A creature within the area begins to attack the nearest creature, depending on their Will save. On a successful save a creature attacks the nearest creature for a round, on a failure a creature attacks the nearest creature with their deadliest abilities for a number of rounds equal to your Proficiency Score, and on a critical failure a creature attacks the nearest creature with their deadliest abilities for the duration of the symbol with a minimum number of rounds equal to your Proficiency Score.
- Insanity (enchantment). A creature within the area is inflicted with the Confused condition, depending on their Will save. On a successful save a creature is inflicted with the Confused condition for a round, on a failure a creature is inflicted with the Confused condition for a number of rounds equal to your Proficiency Score, on a critical failure a creature is inflicted with the Confused condition for the duration of the symbol with a minimum number of rounds equal to your Proficiency Score. A creature who recovers from the Confused condition is Bolstered against the particular casting of a Symbol of Insanity.
Level 9 Spell Slot and higher. You can inscribe a Symbol of Despair or a Symbol of Weakness.
- Despair (enchantment). A creature within the area is inflicted with the Paralyzed and Stupefied conditions, depending on their Will save. On a successful save a creature is inflicted with the Paralyzed condition for a round, on a failure a creature is inflicted with the Paralyzed condition for a number of rounds equal to your Proficiency Score and the Stupefied 1 condition, on a critical failure a creature is inflicted with the Paralyzed condition for the duration of the symbol with a minimum number of rounds equal to your Proficiency Score and the Stupefied 2 condition.
- Weakness (transmutation). A creature within the area takes a number of d2s Ability Score damage equal to half your Proficiency Score, depending on their save. You select, when you inscribe the symbol, the Ability Score affected. If you chose Strength, Dexterity, or Constitution then creatures in the area must make a Fortitude save. If you chose Intelligence, Wisdom, and Charisma then creatures in the area must make a Will save. On a successful save a creature takes half damage, on a failure a creature takes full damage, and on a critical failure a creature takes double damage. This can never reduce a creature below 1 in any Ability Score.
Level 10 Spell Slot. You can inscribe a Symbol of Death or a Symbol of Stunning.
- Death (necromancy). A creature within the area takes a number of d12s damage equal to your Proficiency Score, depending on their Fortitude save. On a successful save a creature takes half damage, on a failure a creature takes full damage, and on a critical failure a creature takes double damage.
- Stunning (enchantment). A creature within the area is inflicted with the Stunned condition, depending on their Will save. On a successful save a creature is inflicted with the Stunned condition for a round, on a failure a creature is inflicted with the Stunned condition for a number of rounds equal to your Proficiency Score, on a critical failure a creature is inflicted with the Stunned condition for the duration of the symbol with a minimum number of rounds equal to your Proficiency Score.