Symbol (4E)

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4ED&D 4E
4th Edition Dungeons & Dragons

This is a ritual description page for 4th edition Dungeons & Dragons.

Symbol

You scribe a potent rune of power upon a surface.
Level: 12 Component Cost: 600 gp
Category: Warding Market Price: 2,500gp
Time: 10 minutes Key Skill: Arcana
Duration: Special

You create a Symbol trap. You can choose one of several symbols to in scribe and triggering conditions, see below. The symbol lasts until triggered or disarmed, then remains active for one hour or until it runs out of charges.


Symbol Level 12 Warder
Trap XP 700
A malignant symbol, pulsing with magic.
Warder: A visible rune on a flat surface stores a magical effect.
Perception
* DC 10 Arcana to realize the nature of the trap. The trap is not hidden, but might not be seen until it is too late.
Trigger
The creator picks one of the following
  • A creature looks at the rune and is within 12 squares
  • A creature reads the rune and is within 12 squares
  • A creature touches the rune
  • A creature passes within one square of the rune
  • A creature passes through a portal bearing the rune.
Attack
Free Action Ranged 12
Target: +10 vs. Fortitude
Hit: Depending on the symbol chosen, it has different effects. Pick one of the effects below when creating the trap. Some effects have additional keywords.
  • Death (necrotic): 4d10 necrotic damage.
  • Fear (fear): Push 12, then daze (save ends).
  • Insanity (charm): Dazed and makes a basic attack against the nearest target on his turn. If not in melee and no ranged attack ready instead charge nearest target (Save ends).
  • Pain (necrotic): Suffers wracking pains that impose a –4 penalty on attack rolls, skill checks, and ability checks until the end of the encounter.
  • Persuasion (charm): Becomes dazed and dominated by the caster, save ends. If the caster is not around to give orders treat as insanity, above.
  • Sleep (charm): Target is unconscious (save ends)
  • Stunning: Target is stunned (save ends)
  • Weakness: Target is weakened until the end of the encounter.
Countermeasures
.
  • An adjacent character can disarm the glyph with a DC 20 Arcana or Thievery check.
  • A character within sight can delay the glyph with a 25 Arcana, Stealth, or Thievery check.
  • An untriggered symbol can be disarmed by destroying the surface it is written on.
  • A symbol can be rendered temporarily harmless if it can be fully covered or concealed.