
The hidden sigil cannot be detected by normal observation, and detect magic reveals only that the entire text is charged with abjuration magic. However, a dying subject does not make death saves or become stable until the spell ends. It can be damaged by outside forces (and perhaps even killed), since the field provides no protection against physical injury. It is preserved in a state of suspended animation, unaware of its surroundings. While trapped in the amber field of force, the subject does not age, breathe, grow hungry, sleep, or regain spells. If the target fails its save, it is engulfed in a shimmering amber field of force and immobilized until released, either at your command or when 1d4 days + one day per level of spell slot used to cast the spell have passed. If it succeeds, the sepia snake dissipates in a flash of brown light accompanied by a puff of dun-colored smoke and a loud noise. The target can attempt a Dexterity saving throw to evade the snake’s strike.

When anyone reads the text containing the symbol, the sepia snake springs into being and strikes the reader, provided there is line of effect between the symbol and the reader. The text containing the symbol must be at least twenty-five words long. When you cast sepia snake sigil, a small symbol appears in the text of one written work such as a book, scroll, or map. Sepia snake sigil can be cast in combination with other spells that hide or garble text, such as secret page.Components: V, S, M (powdered amber worth 500 gp and a snake scale) An erase spell destroys the entire page of text. Detect Magic only reveals that the entirety of the text is magical for Sepia Snake Sigil, and can detect a Glyph, but. The hidden sigil cannot be detected by normal observation, and detect magicreveals only that the entire text is magical.Ī dispel magiccan remove the sigil. Read Magic has one important benefit that Detect Magic does not confer: it allows you to decipher a Sepia Snake Sigil (a relatively unpleasant trap), and a Glyph of Warding (also relatively unpleasant), at impressively low DCs. However, a dying subject does not lose hit points or become stable until the spell ends. If the target fails its save, it is engulfed in a shimmering amber field of force and immobilized until released, either at your command or when 1d4 days + 1 day per caster level have elapsed. The target is entitled to a save to evade the snake's strike. Simply seeing the enspelled text is not sufficient to trigger the spell the subject must deliberately read it. When anyone reads the text containing the symbol, the sepia snake sigil springs into being, transforming into a large sepia serpent that strikes at the reader, provided there is line of effect between the symbol and the reader. If the target contains normal and magical writing (such as a letter with explosive runes), only the normal text is copied, leaving blank space in the copied text where the magical writing would. The text containing the symbol must be at least 25 words long. The spell copies only nonmagical text, not illustrations or magical writings (such as the text of a spellbook, a spell scroll, or a sepia snake sigil). You cause a small symbol to appear in the text of a written work. Saving Throw Reflex negates Spell Resistance no

6thgetaway S, planar binding S, summon monster VI S, wall of iron S. Value 4,555 gp (6,355 gp with the preparation ritual) Spells. School conjuration (creation) Level bard 3, sorcerer/wizard 3Ĭomponents V, S, M (powdered amber worth 500 gp and a snake scale)ĭuration permanent or until discharged until released or 1d4 days + 1 day/level see text Protection Sepia snake sigil (Reflex DC 16) Opposition schools Divination, necromancy.
