When you cast this spell, you inscribe a glyph or symbol that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter, and no smaller than 1 inch in diameter. There can only be three of these arcane traps within the same object (such as a book, a scroll, or a treasure chest).
The arcane trap is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.
You decide what triggers the arcane trap when you cast the spell. For glyphs or symbols inscribed on a surface, the most typical triggers include touching or standing on the arcane trap, removing another object covering the arcane trap, approaching within a certain distance of the arcane trap, or manipulating the object on which the arcane trap is inscribed. For glyphs or symbols inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the arcane trap. Once a glyph is triggered, this spell ends.
You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don’t trigger the arcane trap, such as those who say a certain password.
When you inscribe the arcane trap, choose destruction runes or a self-destruction runes.
Self-Destruction Runes. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one. This also destroys the object the rune was cast inscribed on (such as a book, scroll, or treasure chest).
Destruction Runes. When triggered, the glyph casts any of the following spells but not limited too, Fog cloud, Fireball, or Chaos Bolt (your choice of spell when you create the arcane trap).
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of an Self-destruction rune increases by 1d8 for each slot level above 3rd. If you create a Destruction Rune, you can store any spell of up to the same level as the slot you use for the Arcane Trap.
* - (incense and powdered diamond worth at least 600 gp, which the spell consumes)Previous Versions
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8/12/2019 2:12:52 PM
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13
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1
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2.6
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Coming Soon
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