Cleric 7
Range. Touch
Duration. 1 turn per CL
Area of Effect. Special
Conjuration/Summoning
Components. V, S, M
Casting Time. 3s
Saving Throw. Neg.
The cleric casting this spell inscribes a symbol in the air or upon any surface, according to his or her wish.
The symbol glows for 1 turn for each level of experience of the cleric casting it. The particular symbol used can be selected by the cleric at the time of casting, selection being limited to:
HOPELESSNESS
Creatures seeing it must turn back in dejection and/or surrender to capture or attack unless they save versus magic. Its effects last for 3 to 12 turns.
PAIN
Creatures affected suffer -4 on "to hit" dice and -2 on Dexterity ability score due to wracking pains. The effects last for 2-20 turns.
PERSUASION
Creatures seeing the symbol become of the same alignment as and friendly to the cleric who scribed the symbol for from 1 to 20 turns unless a saving throw versus magic is made.
The material components of this spell are mercury and phosphorus. (cf. eighth level magic-user symbol spell.)
Magic-user 8
Range. Touch
Duration. Special
Area of Effect. Special
Conjuration/Summoning
Components. V, S, M
Casting Time. 3s
Saving Throw. Special
A symbol spell causes the creation of magical runes which affect creatures which pass over, touch, read, or pass through a portal upon which the symbol is inscribed.
Upon casting the spell, the magic-user inscribes the symbol upon whatever surface he or she desires.
Likewise, the spell caster is able to place the symbol of his or her choice, using any one of the following:
DEATH
One or more creatures whose total hit points do not exceed 80 are slain.
DISCORD
All creatures are affected and immediately fall to loudly bickering and arguing; furthermore, there is a 50% probability that creatures of different alignment will attack each other. The bickering lasts for 5-20 rounds; the fighting for 2-8 rounds.
FEAR
This symbol operates as an extra-strong fear spell, causing all creatures to save vs. the spell at -4 on the die or panic and flee as if affected by a fear spell (q.v.).
HOPELESSNESS
All creatures are affected and must turn back in dejection unless they save versus magic. Affected creatures will submit to the demands of any opponent, ie. surrender, get out, etc.; the hopelessness lasts for 3 to 12 (3d4) turns, and during this period it is 25% probable that affected creatures will take no action during any round, and 25% likely that those taking action will furn back or retire from battle, as applicable.
INSANITY
One or more creatures whose total hit points do not exceed 120 will become insane and remain so, acting as if a confusion spell (q.v.) had been placed upon them until a heal, restoration, or wish spell is used to remove the madness.
PAIN
All creatures are affected, having wracking pains shooting through their bodies, which causes them to have -2 on Dexterity and -4 on attack dice for from 2-20 turns.
SLEEP
All creatures under 8 + 1 hit dice will immediately fall into a catatonic slumber and cannot be awakened for 5 to 16 (d12 + 4) turns.
STUNNING
One or more creatures whose total hit points do not exceed 160 will be stunned and reeling for 3-12 (3d4) rounds, dropping anything it or they hold in manipulative members.
The type of symbol cannot be recognized without it being read and thus activating its effects.
The material components of this spell are powdered black opal and diamond dust worth not less than 5000 g.p. each.