The Archive of Esoteric Secrets
3-level Conjuration
You summon an alien rune at a point you can see within range.
Every creature within 10 feet of the rune - that can see it - must
succeed on an Intelligence saving throw, or take 3d6 psychic
damage, taking half damage on a success. The rune has no
effect on a creature that has an Intelligence of 4 or lower, or
cannot speak a language. When you conjure the rune, choose
one of the following additional effects for it to have on a creature
that fails the saving throw:
Fearful Rune. A creature that fails the saving throw is
frightened for 1 minute, and can remake a saving throw at the
end of each of its turns to end the effect.
Heightened. The psychic damage taken is increased by 1d6 +
your spellcasting ability modifier.
Repelling. A creature that fails the saving throw is pushed
back 10 feet and knocked prone. A creature that succeeds the
save is still pushed 5 feet.
Shocking Rune. A creature that fails the saving throw by 5 or
more is paralyzed until the end of its next turn.
At higher levels: When you cast this spell using a 4th level
slot or higher, the damage increases by 1d6 for each spell slot
level expended above 3rd.
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