Yellow Sign (3.5e Spell)
Rate this article |
Discuss this article
|Enchantment (Compulsion) [Mind-Affecting]|
|Level:||Dark Insight 2|
|Components:||V, S, M|
|Casting time:||1 minute|
|Range:||0 ft.; see text|
|Saving Throw:||Will negates|
This spell allows you to scribe a potent rune of power upon a surface. When triggered, a Yellow Sign gnawes on the sanity of one or more creatures within 60 feet of the symbol (treat as a burst). Once triggered, the sign becomes active and glows, lasting for 1 round per caster level. Any creature that enters the area while the Yellow Sign is active is subject to its effect, whether or not that creature was in the area when it was triggered. A creature need save against the sign ' once each round as long as it remains within the area, any round a creature who makes it's save can chose to close its eyes this makes the creature immune to the spell as long as the eyes are closed but also makes the creature blindet until the eyes are oppendet agein.
If the will save is failed the creature will gain 1 point of madness and become dazed for 1 round.
Until it is triggered, the Yellow Sign is inactive (though visible and legible at a distance of 60 feet). To be effective, a Yellow Sign must always be placed in plain sight and in a prominent location. Covering or hiding the rune renders the Minor Yellow Sign ineffective, unless a creature removes the covering, in which case the Yellow Sign works normally.
As a default, a Yellow Sign is triggered whenever a creature does one or more of the following: looks at the rune; reads the rune; touches the rune; passes over the rune; or passes through a portal bearing the rune. Regardless of the trigger method, a creature more than 60 feet from a Yellow Sign can’t trigger it (even if it meets one or more of the triggering conditions, such as reading the run.
In this case, “reading” the rune means any attempt to study it, identify it, or fathom its meaning. Throwing a cover over a Yellow Sign to render it inoperative.
When scribing a Yellow Sign, you can specify a password or phrase that prevents a creature using it from triggering the effect. Anyone using the password remains immune to that particular rune’s effects so long as the creature remains within 60 feet of the rune. If the creature leaves the radius and returns later, it must use the password again.
Any creature who are a true beliver of Hastur is attuned to a Yellow Sign and cannot trigger it and is immune to its effects, even if within its radius when triggered.
Read magic allows you to identify a Yellow Sign with a DC 13 Spellcraft check. Of course, if you are less than 60ft away from the Yellow Sign this will trigger the symbol.
A Yellow Sign can be removed by a successful dispel magic targeted solely on the rune. An erase spell has no effect on a Yellow Sign. Destruction of the surface where a Yellow Sign is inscribed destroys the sign but also triggers it.
Note: Magic traps such as Yellow Sign are hard to detect and disable. A rogue (only) can use the Search skill to find a Yellow Sign and Disable Device to thwart it. The DC in each case is 25 + spell level, or 27 for Minor Yellow Sign.
If cast in a 4th level spell slot, this becomes Greater Yellow Sign. Changes from a Yellow Sign to a Greater Yellow Sign is: Casting time becomes 10 Minutes, duration when triggeret is in minuttes instead of rounds.
If cast in a 8th level spell slot, this becomes True Yellow Sign. Changes from a Yellow Sign to a True Yellow Sign is: Casting time becomes 1 Day, duration when triggeret is in Hours instead of rounds and the range of the activation and area of effect becomes 500 ft.
Material Component: Mercury and phosphorus, plus powdered Citrine with a total value of at least 50 gp per caster level.
Madness Cost: 3
Back to Main Page → 3.5e Homebrew → Class Ability Components → Spells → Dark Insight Spells
|Article Balance||Unquantifiable +|
|Component||V +, S + and M +|
|Identifier||3.5e Spell +|
|Level||Dark Insight 2 +|
|Summary||Paint the magical rune of Hastur and madness. +|
|Title||Yellow Sign +|