When you cast this spell, four 5-foot radius large arcane runes flash into existence in unoccupied spaces of your choice within range, shedding dim light in a 10 foot radius centered on each one until the start of your next turn, at which point the runes fade and become barely visible for the remaining duration of the spell. A creature can spot a rune that has ceased to glow with a successful DC 5 + your spell save DC Wisdom (Perception) or Intelligence (Investigation) check as an action.
If a creature ends its turn on a rune or the first time it enters a rune's space on its turn, that rune triggers in a flash of searing light. The target must make a Dexterity saving throw, taking 4d10 force damage plus 2d6 radiant damage on a failed save, or half as much damage on a successful one. If a creature fails this saving throw against more then two runes in a single turn, it must also succeed on a Constitution saving throw or be blinded until the end of its next turn. After a rune is triggered, it vanishes. If all the runes are triggered, the spell ends early. Creatures have advantage on saving throws against runes they have found with an ability check or runes that are currently shedding light.
At Higher Levels. If this spell is cast using a slot that is 6th level or higher, you can create 1 additional rune within range for every two levels above 4th.
* - (A etching of each rune created by the spell, on a copper sheet or flat crystal, worth 15 gp, which the spell consumes)
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