Myron Hillborn

Cleric Spell List

Druid Spell List

 9

**Cleric Spells** (Prep limit = 14)

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**Druid Spells** (Prep limit = 7)

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## AEgir Symbol

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*7<sup>th</sup> level abjuration-dialect? (Formula)*

A formula consumes no spell slots to cast, but always requires 3 checks of some sort, and have a penalty for failure.

When you cast this spell, you inscribe a 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, and no smaller than 2 inches. 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.

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 30-foot-radius Sphere with dim light for as long as the glyph is active. 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.

The larger and longer lasting you make a glyph the more dangerous it becomes to control; an unprepared caster may find a glyph beyond their control doing the exact opposite of their intent if they are not strong enough to properly exert their will upon it. Some glyphs respond to the length and size symbols you have discovered but some do not, the reasons for this are unknown presently.

You may learn new glyphs as you adventure by finding them in forgotten places or whispered to you in your dreams and nightmares. Glyphs may be chained together to create new effects as long as the DM agrees the result makes sense from the included glyphs. Glyphs are meant to be simple effects that create opportunities to be creative with spells. When combining glyphs, the formula checks required will be a combination of the formula ability checks in such a way that make sense at the DMs discretion.

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**Hole** (Diagram):**Ã†*gir***

**Ã†*gir***The simplest of Glyphs: Create a tesseract to a known shrine in the spirit realm. If no shrines are known, one is chosen at random from amongst the cosmos. This effect is fragile and is easily sensed by Greater spirits, they can attempt to contest your will (contest with spell save DC) to shatter this effect if they are within line of sight to your hole. Beings must willingly enter this hole, and it is impossible to fall or be pushed into unless one is willing.

This glyph may be modified with Time and Size Modifiers.

Â§ **TIME**: By default, this glyph lasts for 5 minutes, and every 5 minutes you extend beyond that causes 1d4 psychic damage.

Â§ **SIZE:Â** By default, this glyph is 1 foot in diameter. For every foot beyond the first (max ten) this glyph takes an extra minute to create.

**Formula Ability Checks:**

Â§Â  Wisdom (DC 11) *â€œyou focus on drawing a circle, as perfect as you canâ€.gir*

Â§ Intelligence History (DC 12) *â€œyou focus on and recall the shape and form of a distant shrine, releasing your mind and body to let your hands draw the shrines true name within the circle as it whispers to youâ€.*

Â§ Wisdom perception (DC 13) *â€œyou focus on the name unfathomable, unpronounceable by your tongue, and imagine your hands grasping the distant points between you and it, and at once bringing them together as if to merge their space in time togetherâ€.*

**Formula backlash:**

Â§ Caster takes 2d4 psychic damage.

**Formula failure:**

Â§ Gain Dread level 3 (fear), in relation to all components of this glyph for 1 hour. This dread DOES NOT STACK with other sources of dread.