Chapter III · Magic Traditions

Symbolism — a school of magic —

The practice of imbuing magic into symbols goes back to the fallen empires of old. One can still find these glyphs and runes inscribed in ruins and, sometimes, the magic lingers to ruin anyone’s day who triggers them. The Symbolism tradition lets a caster sketch a symbol, imbue it with power that typically lasts until the symbol burns away.

30 of 33 Common Class
Sigil Nº 30
Class Common
Symbolism Magic Traditions
[ sigil plate · symbolism ]
The Spellbook Magic Traditions

Symbolism Spells listed by level

Reference during play

Symbolism Talents

APOTROPAIC RUNE (Magical): You can perform a ritual using a writing kit to draw a protective rune. Target one creature or object in reach. When you finish, the target makes rolls to resist magical effects with 1 boon and imposes 1 bane on rolls made against it using magic. The effect lasts 24 hours or until you use this talent again. Once you use this talent, you lose access to it until after you rest. RUNE OF DEFENSE (Magical): You can use an action to place a Rune of Defense. Target one creature in reach. For 1 minute, the target’s natural Defense increases by 3. You can use this talent once, twice at level 3, and three times at level 7. You regain expended uses after you rest. RUNE OF TRACKING (Magical): You can use an action to place a rune on something so you can keep track of it. Target one creature or object you can see. An invisible rune appears on the target and remains there for 24 hours. You always know in which direction you can find the target and the approximate distance between you and the target. Once you use this talent, you lose access to it until after you rest. If the effect has not ended yet after you finish resting, you can use this talent to extend the duration by another 24 hours. RUNE OF WAR (Magical): You can use an action to cause a Rune of War to appear on a weapon you can see within 10 yards. The rune remains for 1 minute or until you use this talent again. The rune grants 1 boon on rolls to attack with the weapon, and attacks with the weapon deal an extra 1d6 damage. At level 3, attacks with the weapon now deal an extra 2d6 damage. At level 7, attacks with the weapon deal an extra 4d6 damage instead.

Novice Symbolism Spells


Baffling Pattern

Brand of Cruelest Burning

Entrapping Circle

Glyph of Destruction

Mark of the Beast

Rune of Unflagging Vigor

Expert Symbolism Spells


Glyph of the Illustrated Guardian

Protective Circle

  • A particular kind of magical creature, such as demons, fiends, angels, or undead
  • Ordinary objects
  • Cold, fire, ice, lightning, wind, water, or earth and stone
  • Allies or enemies

Creatures, objects, or effects of the chosen kind cannot cross the circle by any means. For example, fire would not reach into the area protected by the circle, or a demon could not make attacks against creatures inside it. However, an enemy prevented from entering the circle could make ranged attacks against targets inside it. If anything covers any part of the circle, make a luck roll. On a failure, the spell ends early.

Rune of Titanic Might

Seal of Aryal

Seal of Balefrons

Symbol of Awe

Master Symbolism Spells


Brand of Imminent Defeat

Rune of Ruin

Seal of Tatengol

Symbol of Chaos

Symbol of Death

Symbol of Pain