A swarm of papers covered in glowing glyphs of random colors bursts forth from your arcane focus and swirls about a 5-foot-tall cylinder with a 10-foot radius centered on a point you choose within range. For each creature within the cylinder, roll a d20 to to determine the glyph on the paper that touches it. (Suggested color[s] in parenthesis). A divination wizard may use their divine portent to change this roll. All effects caused by this spell last a number of rounds equal to your proficiency bonus, and all saving throws use your spell save DC.
1-2) Glyph of Vicious Whispers. (Purple) The creature must make an intelligence saving throw. On a failed save, the creature takes 3d6 psychic damage and has disadvantage on it's next d20 roll. On a successful save, the creature takes half damage and doesn't have disadvantage on it's next d20 roll.
3-4) Glyph of Fear. (Grey) The creature must succeed on a Wisdom saving throw or become frightened of its nearest enemy. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
5-6) Rime's Glyph. (Cyan and white) The creature must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and is hindered by ice formations, or until it or another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful save, a creature takes half as much damage and isn’t hindered by ice.
7-8) Glyph of Levitation. (Blue) The creature must make a constitution saving throw or become levitated. A creature over 500 pounds is immune to this effect. On a failed save, the creature floats up 20 feet into the air, and must use a fixed object as an anchor to push or pull themselves if they want to move. You can change the target's altitude by 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. If the spell levitated multiple creatures, you may only move one once per turn.
9-10) Tasha's Enchanting Glyph. (Yellow) Tasha's Hideous Laughter is cast upon the creature. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.
11-12) Spider Glyph. (Black and red) A 5-foot cube of of spiderweb akin to the web spell appears on the space of the target creature. The web counts as difficult terrain and lightly obscures the area. The web does not need to be anchored if it is on a solid surface. If in the air, the web collapses harmlessly at the start of your next turn. Each creature that starts its turn in the webs or that enters them during its turn must make a dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a strength check against your spell save DC. If it succeeds, it is no longer restrained. The web is flammable. If exposed to fire, the web burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.
13-14) Necrotic Glyph. (Black) The blindness/deafness spell is cast upon the creature. The creature must make a constitution saving throw. On a failed save, roll a 1d4. On a 1-2, the creature is deafened. On a 3-4, the creature is blinded. At the end of each of its turns, the target can make a constitution saving throw. On a success, the spell ends.
15-16) Glittering Glyph. (Pink and orange) The effect of the faerie fire spell is applied to the creature: it glows a sparkly pink and orange. For the duration, the affected creature sheds dim light in a 10-foot radius. Any attack roll against the affected creature has advantage if the attacker can see it, and the affected creature can't benefit from being invisible.
17-18) Tasha's Psychic Glyph. (Black and purple) Tasha's Mind Whip is cast upon the creature. The target must make an intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell's other effects.
19) Special. The creature must make a dexterity saving throw. On a failed save, the creature is struck by two papers. Roll twice more, rerolling any 19s or duplicate rolls. On a successful save, roll once more, rerolling any 19s.
20) Draconic Glyph. (Orange and red) The creature gains the ability to spew magical energy from its mouth, provided it has one. Roll a d6 to determine the energy type from the following: poison, fire, cold, acid, lightning, or psychic. A 1 is poison and a 6 is psychic. For a number of rounds equal to your proficiency bonus, the creature may use an action to exhale energy of the rolled type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one. The creature uses its spellcasting modifier to cast this spell. If the creature cannot cast spells, it uses its intelligence modifier instead, without adding its proficiency bonus. If the creature has an intelligence score of 4 or lower, the DM may determine if the creature is unaware of the effect.
* - (A scrap of paper with a drop of magic ink.)Previous Versions
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4/6/2022 9:14:18 PM
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7/23/2022 3:20:50 AM
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Coming Soon
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