You use your blood combined with gem dust to set up a blood sigil, a terryfying trap for unsuspecting targets.
When you cast this spell, you may do so in two different ways:
You may inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.
The glyph is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it.
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.
You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature's physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don't trigger the glyph, such as those who say a certain password.
The other way of casting this spell is instantaneously. To cast this spell this way you must draw your own blood and combine it with the gem dust. You will take 3d8 necrotic damage which cannot be reduced in any way. The area of affect is smaller, only a 30ft radius as opposed to a 60ft radius, but all the affects remain the same. The range at which you can centre the point of the 60ft radius is 90ft.
Acidify. Each target must make a Constitution saving throw, taking 10d10 acid damage on a failed save, or half as much damage on a successful save, as you attempt to turn their blood to acid. Targets take an additional 2d10 acid damage at the top of their turns until they make a successful Constitution saving throw, which they can repeat at the end of their turns.
Terrify. Each target must make a Wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened, the target drops whatever it is holding and must move at least 30 feet away from you on each of its turns, if able.
Petrify. Each target must make a Constitution saving throw against your spell save DC. If they fail, they are instantly turned to stone. Depending on how much a creature succeeds the save by, e.g. 5, they would then roll a d20 and have to roll higher than the number they succeeded by to not be at all affected by the spell. Rolling lower than a 5 on the d20 in this instance would mean that the creature has begun to turn to stone and their movement speed is zero, becoming restrained.
* - (gem dust with a total value of at least 750 gp, which the spell consumes)
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