Glyph of Stunning: Difference between revisions

From The Domains of Dread
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  <code>'''Saving Throw'''</code>: will
  <code>'''Saving Throw'''</code>: will
  <code>'''Spell Resistance'''</code>: no
  <code>'''Spell Resistance'''</code>: no
  <code>'''Ritual Components'''</code>: n/a
  <code>'''Ritual Components'''</code>: TBA
Inscribes a delicate but stupefying glyph not far from the caster's feet, unseen unless discovered with a <code>DC 25</code> [[Search]] check. Any caster may have only one active glyph at a time - inscribing another causes any active glyph to dissolve harmlessly. Once scribed, any creature other than the caster that trips the glyph causes the entire area to erupt with a bewildering energy, ''<code>[[Status Effects|stunning]]</code>'' the affected for <code>3d3+1 rounds</code>. A glyph behaves like a supernatural trap and may be disarmed by anyone with the ''trapfinder'' feat with a <code>DC 34</code> [[Handle Device]] check, else the glyph activates.
Inscribes a delicate but stupefying glyph not far from the caster's feet, unseen unless discovered with a <code>DC 25</code> [[Search]] check. Any caster may have only one active glyph at a time - inscribing another causes any active glyph to dissolve harmlessly. Once scribed, any creature other than the caster that trips the glyph causes the entire area to erupt with a bewildering energy, ''<code>[[Status Effects|stunning]]</code>'' the affected for <code>3d3+1 rounds</code>. A glyph behaves like a supernatural trap and may be disarmed by anyone with the ''trapfinder'' feat with a <code>DC 34</code> [[Handle Device]] check, else the glyph activates.

Latest revision as of 16:52, 6 July 2025

School: enchantment [mind-affecting, glyph]
Circle: arcane 7th
Spell Components: V, S
Action Time: 2 actions
Range: short
Shape: placed radius (medium)
Targeting: all (radius)
Base Duration: permanent
Saving Throw: will
Spell Resistance: no
Ritual Components: TBA

Inscribes a delicate but stupefying glyph not far from the caster's feet, unseen unless discovered with a DC 25 Search check. Any caster may have only one active glyph at a time - inscribing another causes any active glyph to dissolve harmlessly. Once scribed, any creature other than the caster that trips the glyph causes the entire area to erupt with a bewildering energy, stunning the affected for 3d3+1 rounds. A glyph behaves like a supernatural trap and may be disarmed by anyone with the trapfinder feat with a DC 34 Handle Device check, else the glyph activates.