is Open Game Content, and is licensed for public use under the terms of the
Open Game License v1.0a.
Level Bard 3, Sorcerer/Wizard
Components V, S, M
Casting Time 10 minutes
Target One touched book or written work
Duration Permanent or until discharged; until released or 1d4
days + one day/level; see text
Saving Throw Reflex negates
When you cast sepia snake
sigil, a small symbol appears in the text of one written work such as a book,
scroll, or map. The text containing the symbol must be at least twenty-five
words long. 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.
Simply seeing the enspelled
text is not sufficient to trigger the spell; the subject must deliberately read
it. The target is entitled to a save to evade the snake’s strike. 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. 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 caster level have elapsed.
While trapped in the amber
field of force, the subject does not age, breathe, grow hungry, sleep, or regain
spells. It is preserved in a state of suspended animation, unaware of its surroundings.
It can be damaged by outside forces (and perhaps even killed), since the field
provides no protection against physical injury. However, a dying subject does
not lose hit points or become stable until the spell ends. The hidden sigil cannot be detected by normal observation, and Detect
Magic reveals only that the entire text is magical.
Sepia snake sigil can be
cast in combination with other spells that hide or garble text, such as secret
Material Component 500 gp worth of powdered amber, a scale from any snake, and a pinch of
of Mankind is owned and created by Mark John Goodwin
on this page is Open Game Content, and is licensed for public use under the
terms of the Open Game License v1.0a.
System and the d20 System logo are trademarks of Wizards of
the Coast, Inc.
and are used according to the terms of the d20 System License version 6.0.
A copy of this License can be found at www.wizards.com/d20.