DnD 5E Symbol Spell

Hello magic casters of all shapes and sizes! welcome to my spellbook and thank you so much for checking out the 7th spell series. Today we’re going to be taking a look at dnd 5e symbol spell it is found in the good old players handbook so every one should have access to it. It is usable by the bard, druid, cleric and the wizard. Now without any further ado let’s take a look at its mechanics first and then we will go to its full description.


  • Casting Time: 1 Minute
  • Level: 7th
  • School: Abjuration
  • Components: V, S, M (mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, which the spell consumes)
  • Duration: Until dispelled or triggered
  • Classes: Bard, Cleric, Druid, Wizard

Whenever you cast this spell by using the spell, you do inscribe the harmful glyph like either on the surface (Like a section of floor, a wall, or a table) or else within an object which could be closed for concealing the glyph (Like a book, a scroll, or a treasure chest). Suppose, if you do select a surface, then the glyph could cover an area of surface which is no larger than 10 feet in diameter.

If you actually select an object, then that specific object should remain in its place; in any case if the object is moved more than 10 feet from wherever you do cast this spell, of course the glyph is broken, and also the spell ends without being triggered. In any case the glyph actually is nearly invisible, it requires an intelligence (Investigation) check against your spell save DC to find it.

Even though you should do decide what the triggers the glyph whenever you cast the spell. In any case for the glyphs inscribed on a particular surface, then the most typical triggers shall include touching or even stepping on the glyph and of course it is removing an another object which is covering it wholly, approaching within a particular distance of it, or else manipulating an object which holds it.

For the glyphs that are inscribed within an object and also the most common triggers are also opening the object and also approaching within a certain distance to it, or else seeing or even reading the glyph. You can even in the future refine the trigger so the spell has been activated only under the certain circumstances or even as per the creature’s physical characteristics (like the height or weight), or physical kind (for an instance, the ward could be set to affect hags or shapechangers).

Even though, you can simply specify some types of creatures which do not trigger a glyph, like those who say a certain password. But whenever you do inscribe the glyph, then you must select one of the options that we mentioned below for its effect. But once it has been triggered properly, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 minutes and after which time the spell ends.

So each and every creature in that sphere whenever the glyph activates has been targeted by its effect, as is a creature which enters the sphere for the first time on a turn or else it ends its turn there only.

Death: As per this death each and every target should make a Constitution saving throw and also taking 10d10 necrotic damage on a failed save, or else half as much damage on a successful save.

Discord: Each and every target should make a constitution saving throw. However, on a failed save, the target bickers and also argues with the other creatures for a minute. At this specific time, it is almost incapable of meaningful communication and also it has disadvantage on the attack rolls and also the ability checks.

Fear: Each target should create a wisdom saving throw and also it become frightened for a minute on a failed save. So while it frightened, then the target would drop what it is holding and also should move at least 20 feet away from the glyph on each of its turns, if capable.

Hopelessness: Here each and every target should make a Charisma saving throw. But on a failed save, the target is of course overwhelmed with despair for one minute. At the time of this, it can not attack or even target any type of creature with harmful abilities, spells, or other magical effects too.  

Insanity: Here each of the target should make an Intelligence saving throw. But on a failed save, the target has been driven insane for sixty seconds. Of course an insane creature can not take the actions, can not understand what the other creatures say, can’t read, and speaks only in the gibberish. The DM controls its movement, which is erratic.

Pain: Each target should make a constitution saving throw and also it becomes incapacitated with an excruciating pain for a minute on their failed save.

Sleep: Here each target should make a wisdom saving throw and also it falls unconscious for about 10 minutes on a failed save. However a creature awakens when if it takes the damage or if someone uses an action for shake or slap it awake.

Stunning: Each and every target should make a wisdom saving throw and also it becomes stunned for a whole minute on a failed save.


That being said guys! If you have any cool stories, ideas, comments, concerns, questions and thoughts involving this spell then please feel free to leave them in the below comments section. That being said! I hope you all have a great day and as always happy casting everyone.

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