← All spells
WizardLv. 2

Signature Sigil

This spell allows the caster to magically inscribe a sign, signature, or picture onto any inanimate material. Unlike the 1st-Level spell wizard mark, the signature sigil cannot be made invisible; it always glows.

The signature sigil has two additional functions, which rely on special command words designated by the caster when the sigil is cast.

Flare. The sigil is commanded to flare brightly, making it clearly visible up to 100 yards away for a round.

Explode. The sigil is commanded to explode, inflicting 2d6 points of damage upon all creatures within 5 feet (save vs. spell for half damage). A detonated sigil is destroyed, leaving a charred and blackened area.

The commands function if the speaker is within 100 feet of the sigil. Once command words are designated, anyone can trigger the effect, not just the caster. The caster can change the command words any time by simply touching the sigil and speaking the new words. From that point forward, the new command words are functional. This process can be repeated as often as desired. A signature sigil can be removed by a successful dispel magic spell.

The signature sigil was created by one of the League's wizards purely by accident, when he attempted to create an improved version of the wizard mark spell.

Notes: Common for spellcasters from Taladas in the Dragonlance setting; otherwise, very rare.

Sources: Wizard's Spell Compendium

Open on AD&D 2e wiki →