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The Archive of Esoteric Secrets

Dread Runes

3-level Conjuration

Casting Time 1 Action
Range 60 feet
Duration Instantaneous
Components V, S, M
Materials an inscription written in Deep Speech

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.

Class(es): Warlock, Wizard

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