When you cast this spell, you draw a rune that hurts other creatures on a surface (such as a tabletop, floor, wall, etc.) or an object that can be closed to hide the rune (such as a book, scroll, treasure chest, etc.). If you specify a certain surface, the rune can cover the surrounding area no more than 10 feet in diameter. If you specify an object, the object must stay where it is; if the object is moved more than 10 feet from the location where the spell is cast, its runes will be destroyed and the spell will not be triggered.
Classes: Cleric, Wizard, Bard
Casting Time: 1 minute
Components: V, S, M
Duration: Until dispelled
The rune is almost invisible, and it requires an intelligence (investigation) check with the spell’s saving DC to be discovered.
You set the trigger condition of the rune when you cast it. The most typical trigger conditions for the rune pattern depicted on the surface include: touching or standing on the rune pattern; removing the object covering the rune pattern; entering the rune pattern for a certain casting distance; operating the object where the rune pattern is located. The most typical trigger conditions for a rune depicted in an object include: opening the object; approaching the object a certain distance; seeing or reading the rune, etc.
You can further refine the trigger conditions, such as setting the spell to meet specific conditions when triggering, or setting the trigger to have specific physical characteristics (height, weight, etc.), specific creature types (for example, set to only affect strange monsters or ) Or a specific camp. You can also exclude certain conditional people from rune triggers, such as someone who speaks a certain password.
When characterizing a rune, you can choose one of the following options as the effect of the spell. Once the rune is triggered, it will start to glow, making the 60-foot-radius spherical area around it shimmer and last for 10 minutes. The spell ends after this period of time. When the rune is in effect, all creatures in the spherical area become the target of the spell effect. When a creature enters the area for the first time during its turn or ends its turn in it, it will also become the target of the rune effect.
Death. All targets must make a Constitution saving throw. Those who fail the saving throw will take 10d10 points of eclipse damage. If the saving throw is successful, the damage is halved.
Discord. All targets must make a Constitution saving throw. Those who fail the saving throw will quarrel with other creatures for the next 1 minute. During this time period, it cannot conduct any meaningful communication, and all its attack checks and attribute checks have disadvantages.
Fear. All targets must make a Wisdom saving throw, and those who fail the saving throw will fall into a panic state for 1 minute. When panicked, the creature will discard all its grips and will try to move at least 30 feet away from the rune every turn.
Hopelessness. All targets must make a Charisma save, and those who fail the save will fall into despair for 1 minute. It cannot attack during this time period, nor can it use harmful abilities, spells or other magic effects on any creature.
Insanity. All targets must make an intelligence saving throw, and those who fail the saving throw will fall into confusion for 1 minute. Creatures caught in confusion can’t perform actions, can’t understand the words of other creatures, can’t understand any words, and can only speak nonsense. At this time, the DM will control its random movement.
Pain. All targets must make a Constitution saving throw. Those who fail the saving throw will be incapacitated for 1 minute due to extreme pain.
Sleep. All targets must make a Wisdom saving throw. Those who fail the saving throw will fall into a coma for 10 minutes. The sleeper will be awakened when he is injured, and can also be awakened by other people with a single motion.
Stunning. All targets must make a perception saving throw. If the saving throw fails, they will fall into a state of being stunned for 1 minute.