You create a rune on any surface you can see within 30ft. The rune's size is roughly a third of the effect range. The rune is invisible to anyone but you. The rune is detectable with spells like ''Detect magic''. While casting you designate creatures that cannot trigger the rune. You can only have 2 runes active at a time. The rune is triggered if a creature comes within 5ft of the rune or ends its turn within 5ft of the rune. Alternatively the caster can disable the rune with an action.
The rune afflicts all opponents within a 5ft radius of the rune with a condition for up to 5 rounds. This condition can be: Blinded, Poisoned, Deafened, Frightened, Restrained or Prone. Roll 1d6 for a random effect.
Blinding: The rune explodes in a bright flash visible up to 200ft away, leaving all creatures in the effect range blinded. Poisoning: The rune releases a poisonous gas, poisoning every creature within the effect range. Deafening: The rune explodes with an incredible loud bang that can be heard up to 300ft, leaving all creatures in the effect range deafened. Frightening: Creatures affected are frightened of you. Restraining: The rune explodes into a sticky grease, restraining all targets withing the effect range. Tripping: The rune emits a wave of necrotic energy, weakening the joints and muscles of surrounding creatures, knocking them prone.
Affected creatures have to succeed a Dexterity Saving Throw against your spell DC. On a success, they are unaffected. On a fail, they suffer from the condition. At the start of their turn they can make a Constitution Saving Throw against your spell DC to remove the condition. If they succeed they are no longer affected.
On higher levels, add 5ft to effect radius for each level above 2nd. 3th(10ft), 4th(15ft), 5th (20ft), 6th(25ft), 7th(30ft), 8th(35ft), 9th(40ft)
Previous Versions
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4/14/2021 8:21:15 PM
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15
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1
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1.1
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Coming Soon
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