Core Rulebook | Spells | Symbol Of Persuasion

Symbol Of Persuasion

School: enchantment [charm] (mind-affecting)
Domain: Revolution Subdomain: 6
Level: Arcanist: 6; Cleric: 6; Oracle: 6; Sorcerer: 6; Warpriest: 6; Witch: 6; Wizard: 6
Components: V, S, M (mercury and phosphorus, plus powdered diamond and opal worth a total of 5,000 gp)
Casting time:
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Saving Throws: Will negates
Spell Resistance:

Description: Triggered rune charms creatures.

This spell functions like symbol of death, except that all creatures within the radius of a symbol of persuasion instead become charmed by the caster (as the charm monster spell) for 1 hour per caster level.

Unlike symbol of death, symbol of persuasion has no hit point limit; once triggered, a symbol of persuasion simply remains active for 10 minutes per caster level.

NoteMagic traps such as symbol of persuasion are hard to detect and disable. While any character can use Perception to find a symbol, only a character with the trapfinding class feature can use Disable Device to disarm it. The DC in each case is 25 + spell level, or 31 for symbol of persuasion.