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Glyph of Mortality
3ap 1 Minute 7 | Circle of Abjuration
Spell

When you cast this Spell 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 feet in diameter. 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 Spell, the glyph is broken, and the Spell Spell ends without being triggered.

The glyph is nearly Invisible Invisible, requiring an Contesting Inspection Inspection Roll vs. the Caster's Bending Weapon Skill Weapon Skill to find it.

You decide what Trigger Triggers the glyph when you cast the Spell Spell. For glyphs inscribed on a surface, the most typical Trigger 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 Trigger Triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.

You can further refine the Trigger Trigger so the Spell 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 Hags or shapechangers). You can also specify creatures that don't Trigger 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 60-foot-radius sphere with Dim Light Dim Light for 10 minutes, after which time the Spell Spell ends. 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 Turn or ends its Turn Turn there.

Death.

Each Target Target must make a Fortitude Fortitude, taking 10d10 Necrotic Necrotic damage on a failed Contesting Roll Contesting Roll, or half as much damage on a successful Contesting Roll Contesting Roll.

Discord.

Each Target Target must make a Fortitude Fortitude. On a failed Contesting Roll Contesting Roll, a Target Target bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has DIS DIS on Attack Roll Attack Rolls and Skill Roll Skill Rolls.

Fear.

Each Target Target must make a Willpower Willpower and becomes Frightened Frightened for 1 minute on a failed Contesting Roll Contesting Roll. While Frightened Frightened, the Target Target drops whatever it is holding and must Move Move at least 30 feet away from the glyph on each of its Turn Turns, if able.

Hopelessness.

Each Target Target must make a Willpower Willpower. On a failed Contesting Roll Contesting Roll, the Target Target is overwhelmed with despair for 1 minute. During this time, it can't Attack Attack or Target Target any creature with harmful abilities, Spell Spells, or other magical effects.

Insanity.

Each Target Target must make an Psyche Psyche. On a failed Contesting Roll Contesting Roll, the Target 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 GM GM controls its movement, which is erratic.

Pain.

Each Target Target must make a Fortitude Fortitude and becomes [item:6D941FDC-10AE-361D-417E-D23CFB7298EF] with excruciating pain for 1 minute on a failed Contesting Roll Contesting Roll.

Sleep.

Each Target Target must make a Willpower Willpower and falls Unconscious Unconscious for 10 minutes on a failed Contesting Roll Contesting Roll. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake.

Stunning.

Each Target Target must make a Willpower Willpower and becomes Stunned Stunned for 1 minute on a failed Contesting Roll Contesting Roll.

The spell unfolds swiftly, demanding only measured breaths to steady your hand as you inscribe the glyph with diverse components. Upon completion, they meld into the object's surface, fashioning a malevolent trap poised to ensnare unsuspecting adversaries.

  • Spell Spell Info:
  • Spell Spheres: Arcane Sphere of Magic Arcane Divine Sphere of Magic Divine
  • Spell Circle: Circle of Abjuration Circle of Abjuration
  • Components:  Spell Component VerbalSpell Component SomaticSpell Material Item IdSpell Component Material Consumed
  • Casting Time:  3ap 1 Minute

  • Parameters Parameters:
  • Range: Reach

  • Spell Material Item Id Spell Material Components Spell Component Material Consumed Consumed:
  • Mercury, phosphorus, diamond and opal, powdered, flasked
    1000 gp

D4
D6
D8
D10
D12
D20
Advantage
Disadvantage
d100
Mod
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Item Information