Symbol

A 7th Level Abjuration spell

Casting time: 1 minute

Duration: Until dispelled or triggered

Range: Touch

Components: V, S, M (mercury, phosphorus, and powdered
diamond and opal with a total value of at least 1,000gp, all of which the spell
consumes)

Can be learnt by: Bard, Cleric, Wizard

When you cast this spell, you inscribe a harmful 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’ in diameter. If you choose an object, that object must
remain in its place when the spell is cast, if the object is moved more than
10’ away from where you cast this spell, the glyph is broken and the spell ends
without being triggered.

The glyph is barely visible, requiring an Investigation
check against your spellcasting DC to find it.

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 bares it. For
glyphs inscribed within an object, the most common triggers are opening the
object, approaching within a certain distance of it, or seeing/reading the
glyph.

You can further refine the trigger so that the spell is
activated only under certain circumstances or according to a creature’s
physical (such as race, gender, height, weight, etc.) or spiritual
characteristics (such as alignment, soul type, supernatural patron, etc.). You
can also specify creatures that don’t trigger the glyph, such as yourself or
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 60’ radius sphere
with dim light for 10 minutes, after which time the spell ends. Each creature
in the sphere when the glyph activates is targeted by its effect, even those
protected from triggering it, as is creatures that enter the sphere for the
first time on a turn or ends its turn there.

* Death. Each target must make a Constitution save, taking 20d10 necrotic damage on a failure, or half as much damage on a success
* Discord. Each target must make a Constitution save. On a failed save, a target bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks

* Fear. Each target must make a Wisdom save, becoming frightened for 1 minute on a failure. While frightened, the target drops whatever it is holding and must move at least 20’ away from the glyph on each of its turns, if it cannot move the full 20’ it falls prone and quivers in fear
* Hopelessness. Each target must make a Charisma save. On a failure, the target is overwhelmed with despair for 1 minute. During this time, it can’t attack or target any creature with harmful abilities, spells, or other magical effects
* Insanity. Each target must make an Intelligence save. On a failure, the target is driven insane for 1 minute. An insane creature can’t take Actions, can’t understand what other creatures say, can’t read, and speaks only in gibberish. The DM controls its movement, which is erratic, and can cause it to enter obviously hazardous areas (such as a pool of lava)
* Pain. Each target must make a Constitution save, becoming incapacitated with excruciating pain for 1 minute on a failed save
* Sleep. Each target must make a Wisdom save, falling unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an Action to shake or slap it awake
* Stun. Each target must make a Wisdom save, becoming stunned for 1 minute on a failed save