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Replacement Series

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7-level Abjuration

Casting Time 1 minute
Range Touch
Duration Until Dispelled
Components VSM
Materials (500 gp worth of gem dust, dependent on effect, which the spell consumes)

When you cast this spell, you mark a fixed surface with an arcane inscription, occupying a 5-foot diameter circle. When a creature enters the glyph's space or otherwise disturbs it, the glyph triggers.   You can refine the trigger by specifying or exempting creatures or creature types, or by specifying a password a creature can speak as a reaction to prevent the glyph from triggering.   The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found. A creature has advantage on this check if it is able to perceive magical effects, such as by casting detect magic. If a creature uses its action to destroy the glyph, or the surface is destroyed, the spell ends without triggering.   When you create the glyph, choose one of the options below, expending its material component. When the glyph triggers, it flares with colored light until destroyed. The effect immediately occurs, targeting every non-exempt creature within 60 feet.   Weakness (Amethyst). Each target must make a Strength saving throw. On a failure, it suffers crippling weakness for 1 hour. Its speed drops to 15 feet, and all its weapon attacks deal damage as if it rolled the minimum result.   Binding (Topaz). Each target must make a Dexterity saving throw. On a failure, it is restrained by magical lines of force for 1 hour.   Death (Black Sapphire). Each target must make a Constitution saving throw, dropping to 0 hit points on a failure or taking 10d8 necrotic damage on a success.   Bafflement (Citrine). Each target must make an Intelligence saving throw. On a failure, it loses its ability to understand the world for 1 hour. It cannot cast spells and has disadvantage on all ability checks and attack rolls.   Rage (Garnet). Each target must make a Wisdom saving throw. On a failure, it becomes hostile to all other creatures and attacks the nearest target. It can repeat the save at the end of each of its turns.   Stupor (Emerald). Each target must make a Charisma saving throw, or enter a dazed state, its mind disconnected from its body. A creature takes no actions, and its speed is halved. It recovers after 1 hour or when it takes any damage.

Class(es): Bard, Cleric, Wizard

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