![]() Each target must make a Charisma saving throw. While frightened, the target drops whatever it is holding and must move at least 20 feet away from the glyph on each of its turns, if able. Each target must make a Wisdom saving throw and becomes frightened for 1 minute on a failed save. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks. On a failed save, a target bickers and argues with other creatures for 1 minute. Each target must make a Constitution saving throw. ![]() Each target must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful save. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there. Once triggered, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 minutes, after which time the spell ends. When you inscribe the glyph, choose one of the options below for its effect. You can also specify creatures that don't trigger the glyph, such as those who say a certain password. You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature's physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. You decide what triggers the glyph when you cast the spell. The glyph is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it. If you choose an object, that object must remain in its place if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. ![]() When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). That includes those who use their power to augment scientific research and discover life beyond death.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) The evolution of the magic user continues to evolve, and they're always different depending on the adventure. The new entries are a mix of vintage and brand-new characters from across the vast gaming spectrum. Updated January 16, 2022, by Kristy Ambrose: The RPG family is always growing and so does our list of powerful magic users. All of them are spellcasters of some kind, and whether they're officially known as Sorcerers, Wizards, or Mages, they're some of the most powerful and dangerous beings in the RPG universe. This list is a mix of characters from the lore, player characters, and other famous mages who appear as NPCs or as part of the questline. RELATED: Strongest Thieves In RPG History, Ranked Role-playing games typically have the most powerful mages driving the storyline behind their own unique world, and some of them are available as player characters. There's an interesting selection of magic users in real-life human mythology, and it's natural that those archetypes manifest in our modern fiction.
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