Symbol

A
Control

Symbol is a Control spell. Control spells restrict enemy options through debuffs or denial effects.

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spell that etches a hidden glyph to
lock down the battlefield

Symbol is a Battlefield Shaping spell. Battlefield Shaping spells alter terrain, create obstacles, introduce hazards, and affect enemy positioning.

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and catch
multiple creatures

Symbol is a Multi Target spell. Multi Target spells have an area of effect or can explicitly target multiple allies or enemies.

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in a deadly trap, forcing a
one-failed-save

Symbol is a Save or Suck spell. Save or Suck spells fall entirely flat if the target succeeds on a saving throw.

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reaction.

2024 Rules

Level & School
7th-level abjuration
Casting Time
1 minute
Range
Touch
Components
V, S, M (powdered diamond worth 1,000+ GP, which the spell consumes)
Duration
Until dispelled or triggered
Classes
Bard, Cleric, Druid, Wizard

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.

Set the Trigger. 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.

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

Discord. 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.

Fear. 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.

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

Sleep. 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.

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

2014 Rules

Level & School
7th-level abjuration
Casting Time
1 minute
Range
Touch
Components
V, S, M (mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, which the spell consumes)
Duration
Until dispelled or triggered
Classes
Bard, Cleric, Wizard

When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object 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 invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it.

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

You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature's physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don't trigger the glyph, such as those who say a certain password.

When you inscribe the glyph, choose one of the options below for its effect. 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.

Symbol 5.5e 2024 vs. 5e 2014 edition differences

The glyph is now noticed with a Wisdom (Perception) check instead of Intelligence (Investigation), can be keyed to creature types instead of physical kinds, and creatures are only targeted once per turn. The spell’s effects are now explicitly Death, Discord, Fear, Pain, Sleep, or Stunning, and Druid can cast it.

Spells similar to Symbol

  • Glyph of Warding 3rd-level abjuration

    It’s the lower-level version of the same warding concept: an inscribed, triggered magical glyph that sits until activated.

  • Forbiddance 6th-level abjuration

    Both create long‑lasting area defenses that restrict or punish creatures entering a protected space.

  • Guards and Wards 6th-level abjuration

    Like Symbol, it’s a ritualized set of layered protections placed on a location to defend and control who can act there.

  • Hallow 5th-level abjuration

    Hallow and Symbol both mark a place with persistent magic that imposes effects on those who enter the area.

  • Magic Mouth 2nd-level illusion

    Both are touch‑cast, permanent (until dispelled) inscriptions that trigger when set conditions are met.