Glyph of Necrosis: Difference between revisions

From The Domains of Dread
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  <code>'''School'''</code>:
  <code>'''School'''</code>: necromancy [glyph]
  <code>'''Circle'''</code>:  
  <code>'''Circle'''</code>: [[Occult Spells|occult]] 7th
  <code>'''Spell Components'''</code>:  
  <code>'''Spell Components'''</code>: V, S
  <code>'''Action Time'''</code>:  
  <code>'''Action Time'''</code>: 2 actions
  <code>'''Range'''</code>:  
  <code>'''Range'''</code>: short
  <code>'''Shape'''</code>:  
  <code>'''Shape'''</code>: placed radius (medium)
  <code>'''Targe'''ting</code>:  
  <code>'''Targe'''ting</code>: all (radius)
  <code>'''Base Duration'''</code>:  
  <code>'''Base Duration'''</code>: permanent (glyph) quick (effect)
  <code>'''Saving Throw'''</code>:  
  <code>'''Saving Throw'''</code>: no
  <code>'''Spell Resistance'''</code>:  
  <code>'''Spell Resistance'''</code>: no
  <code>'''Ritual Components'''</code>:
  <code>'''Ritual Components'''</code>: n/a
Inscribes a delicate but necrotizing 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 fell energy, preventing any living target from healing while within or for <code>3d3+1 rounds</code> on exit, and granting all unliving targets <code>fast healing 3</code> while within. 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 20:35, 6 July 2025

School: necromancy [glyph]
Circle: occult 7th
Spell Components: V, S
Action Time: 2 actions
Range: short
Shape: placed radius (medium)
Targeting: all (radius)
Base Duration: permanent (glyph) quick (effect)
Saving Throw: no
Spell Resistance: no
Ritual Components: n/a

Inscribes a delicate but necrotizing 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 fell energy, preventing any living target from healing while within or for 3d3+1 rounds on exit, and granting all unliving targets fast healing 3 while within. 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.