Saturday, August 29, 2009

Monster: Primal Sigil

Primal Sigil
Armour Class: 9
Hit Dice: 2 hp***
Move: fly 210' (70')
Attacks: 1
Damage: special
No. Appearing: 1 (1-4)
Save As: M2
Morale: 12
Treasure Type: Nil
Alignment: Neutral
XP Value: 8

A primal sigil -- also referred to as a living rune, living glyph, or godglyph -- is a magical spell incarnate, a twisting, glowing symbolic pattern of magical energy no more than a palm's width in size. Most primal sigils are a silver-white in colour, but exceptions do exist, and the sigil they embody may only be deciphered with read magic. Primal sigils have existed since the earliest aeons, appearing spontaneously, and a great body of lore has developed around them; rumours continuously circulate of magic-users creating new sigils, but these have never been proven.

A primal sigil does not "attack" so much as discharge the spell it embodies, which may be any cleric or magic-user spell of first level. (Rare sigils embody higher-level spells.) Once discharged, the sigil becomes dormant and invisible for five rounds while it restores its pattern.

Primal sigils may only be damaged by magical weapons, taking damage equal to the weapon's magical bonus. A spell cast on a sigil recharges it with a number of discharges equal to the level of the spell cast.

2 comments:

Eliyes said...

Can it be any spell? Even beneficial ones?

taichara said...

@Eliyes:

Any spell. Yes, that means if a party is very very lucky they may provoke a sigil into healing them.

... Or lighting them up like Christmas trees with a detect magic just in time for a nastier critter to know if they're worth tackling >3