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Symbol

Level 7 · Abjuration

  • Damage
  • Save
  • AOE
  • Control
  • Buff
  • Debuff

Listed under abjuration, Symbol costs a 7th-level slot for bard, cleric, druid, and wizard casters. Cast time: 1 Minute. Range Touch, components V/S/M, duration until dispelled or triggered. Material: powdered diamond worth 1,000+ GP, which the spell consumes. Effect: You inscribe a harmful glyph either on a surface (such as a section of floor or wall) or within an object that can be closed (such as a book or chest).

Stat Block

Level
7
School
Abjuration
Casting Time
1 Minute
Range / Area
Touch (60-foot radius sphere)
Components
V, S, M
Duration
Until dispelled or triggered
Ritual
No
Concentration
No
Classes
Bard, Cleric, Druid, Wizard
Material
powdered diamond worth 1,000+ GP, which the spell consumes

Description

You inscribe a harmful glyph either on a surface (such as a section of floor or wall) or within an object that can be closed (such as a book or chest). The glyph can cover an area no larger than 10 feet in diameter. If you choose an object, it must remain in place; if it is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. The glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice. When you inscribe the glyph, you set its trigger and choose which effect the symbol bears: Death, Discord, Fear, Pain, Sleep, or Stunning. Each one is explained below.

You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common triggers include opening that object or seeing the glyph.

You can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect Aberrations). You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password.

Once triggered, the glyph glows, filling a 60-foot-radius Sphere with Dim Light for 10 minutes, after which time the spell ends. 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. A creature is targeted only once per turn.

Each target makes a Constitution saving throw, taking 10d10 Necrotic damage on a failed save or half as much damage on a successful save.

Each target makes a Wisdom saving throw. On a failed save, a target argues with other creatures for 1 Minute. During this time, it is incapable of meaningful communication and has Disadvantage on attack rolls and ability checks.

Each target must succeed on a Wisdom saving throw or have the Frightened condition for 1 Minute. While Frightened, the target must move at least 30 feet away from the glyph on each of its turns, if able.

Each target must succeed on a Constitution saving throw or have the Incapacitated condition for 1 Minute.

Each target must succeed on a Wisdom saving throw or have the Unconscious condition for 10 minutes. A creature awakens if it takes damage or if someone takes an action to shake it awake.

Each target must succeed on a Wisdom saving throw or have the Stunned condition for 1 Minute.

5e (2014) vs 2024 changes

This spell has both a 5e (2014) and 2024 Player's Handbook version. Doungim shows the current 2024 stat block above. Differences between editions typically affect components, range, or scaling — check both source books for the table.

Doungim Lore

School Fit

Abjuration magic is reactive. The spells trigger when something the caster does not want is already in motion, and their job is to interrupt or absorb it. On the school axis, Symbol is Abjuration: the spell ends, prevents, or absorbs an effect that would otherwise land. Spells of Symbol's level usually shape an entire encounter, not a single round.

Class Fit

  • Bard: For a Bard, Symbol is best paired with another spell using the same target on the same turn — Bonus-Action plus Action layering is where the class wins fights.
  • Cleric: Wisdom is the Cleric's casting stat, and the DC scales with proficiency bonus plus Wis modifier — Symbol is castable at the Cleric's normal DC.
  • Druid: Land Druids gain bonus circle spells by terrain; if Symbol is already on the chosen terrain list, save the manual prep slot for something else.
  • Wizard: Once Symbol is in the spellbook the cost is gold-and-ritual-time at acquisition; from then on the daily prep decision is free.
Bard spellsCleric spellsDruid spellsWizard spellsAbjuration schoolLevel 7

Related Spells

Frequently Asked Questions about Symbol

What level spell is Symbol?
The spell Symbol is a level 7 spell in the Abjuration school. Bard, Cleric, Druid, Wizard all have access to it.
What is the range of Symbol?
Symbol has a range of Touch — the caster must be in contact with the target to cast it.
How long does Symbol last?
Without concentration, Symbol runs for its full until dispelled or triggered duration regardless of what else the caster is doing.
What components and casting time does Symbol need?
For Symbol: the spell uses V, S, M components; on top of that, Material component: powdered diamond worth 1,000+ GP, which the spell consumes; the casting time is 1 minute (not a standard Action).
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QR code linking to Symbol — https://www.doungim.com/dnd/spells/symbol Scannable QR code encoding the URL https://www.doungim.com/dnd/spells/symbol. Point a phone camera at this code to open the Symbol page on your mobile device — useful at the table when a DM's laptop or a printed sheet is showing the page.
Scannable QR code encoding the URL https://www.doungim.com/dnd/spells/symbol. Point a phone camera at this code to open the Symbol page on your mobile device — useful at the table when a DM's laptop or a printed sheet is showing the page.