You scribe a complicated rune on a surface, whether by drawing with ashes, carving with a knife, or tracing with blood. This rune has no special visual qualities, and is nearly imperceptible although a successful Intelligence check (Arcana) check against your spell save DC allows them to to notice it and recognize its actual power (intelligent reatures may actively avoid such wards). When a living creature approaches within 10 feet of the rune, it begins to glow with a, pale light. This provides dim illumination for 10 feet around the rune.
An Living creature must succeed on a Wisdom saving throw against your spell save DC to enter the illuminated area, and is affected as if it has been subjected to a Channel Divinity: Turn Undead that affects living creature instead (Cleric class feature}. If the creature fails its saving throw, it takes it 4d6 Necrotic damage, save for half damage and it is turned for 1 minute and must leave the area of effect. If it takes any additional damage it may repeat another attempt to re-enter the area)
Note: Living creature are defined as: Any/all non-undead or constructs {magical or otherwise) such as animated objects, or non sentient golems, clockwork creatures etc. but does incude: Any/all; Aberrations, Beasts, Celestials, Dragons, Fey, Elemetals, Feinds (both Demons and Devils), Giants, Monstrosity, Ooze, Plant, or Humanoids, but excluding Warforged (which are considered as living creatures) unless they are also considered undead such as Revenants, Reborn and Dhampir etc.
Note: If the living enters the area or starts its turn there, it is still subject to the necrotic damage and repeating the saving throw. If the rune is defaced or the surface it is on is destroyed or moved from its original spot, the spell immediately ends. Because the rune barricades a small spherical area, it is most frequently used to bar passage by the living in narrow hallways or through doors or windows or to ward a specific location. The spell may only target a specific area and is immobile once created
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the area of effect is increased by 10ft and the damage inflicted in the rune’s light increases by 1d6 per spell level.
* - (A Rune on a surface, whether by drawing with ashes, carving with a knife, or tracing with blood, sprinkled with the dust of a crushed ruby of 200gp value.)Previous Versions
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