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Symbol Symbol Symbol
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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. A symbol is something that stands for something else. It can be a sound, gesture, or written character that represents an object, action, event, or idea. Vaguely, it is defined as something that stands for something else. Generally, symbols are figurative, meaning that they compare or merge two unlike things. A symbol is the marriage of an abstraction to a concrete expression. Symbols are also used in comparisons, such as similes, metaphors, and synecdoches. In a way, a symbol is merely a more complicated form of a metaphor. 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 The glyph is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it. Death. Each target must make a Constitution saving throw, taking 10d 10 necrotic damage on a failed save, ort half as much damage on a successful save. Stunning. Each target must make a Wisdom saving throw and becomes stunned for 1 minute on a failed save. A symbol is something such as an object, picture, written word, sound, or particular mark that represents something else by association, resemblance, or convention. For example, a red octagon may stand for "STOP". Numerals are symbols for numbers. The points of the Parallax symbol are each named according to the corresponding hours on a clock face, the top two being 11 and 1, the middle two 9 and 3, and the bottom two 7 and 5 respectively. By pressing certain points, one can jump to distant worlds. For example, to get to Green world, one presses 1 - 11. It is still unknown how the symbol is used exactly, but Ben managed to figure out how to get back to his world by pressing the points he originally pressed in the opposite order. A powerful piece of magical writing. A symbol is something that is used for or regarded as representing something else. It may be a material object which represents an abstract or immaterial entity or idea such as a fish or cross to represent Christianity. The use of symbols in a figurative sense is known as symbolism. A symbol can also be a word, phrase, image or object that embodies a complex of associated meanings and values: e.g "motherhood and apple pie", the "Dunkirk spirit", or flag of the USA. thumb|250px|Symbol i "Matka" Tylko najbardziej ignorancki lub nowoprzybyły mieszkaniec nie wzdryga się na samo wspomnienie tej największej nemezis miasta. To co zaczęło się serią odizolowanych incydentów urosło w mroczny wiek, którego uścisk szybko w końcu utrzymał koszmary mieszkańców miasta na lata. W centrum tej sieci plotek i strachu siedzi enigmatyczna postać znana jedynie jako Symbol (nieświęty potomek, mroczny nekromanta 17). thumb|250px|Pewnie i tu jakiś symbol niechcący się znalazł... Symbol – znaczek, przedmiot tudzież bohomaz, który jest tym czym nie jest w rzeczywistości, czyli może być wszystkim. Posługują się nim przede wszystkim wszelkiej maści artyści, spiskowcy i masoni, ukrywający za jego pomocą zakazane treści jak pornografia zwierzęca czy plany zdobycia wszechświata. [[Category:]] Symbol was a conjuration spell that was similar to glyph of warding, creating a rune that had a variety of possible devastating effects when triggered. A Symbol is used like a string, it looks like :symbol and can be considered as if it meant "symbol" (note :symbol does not == "symbol"). The main advantage of symbols are that each reference to the same symbol is the same object id, whereas each time you use a string it is a new instantiation of an object (which can waste memory unnecessarily). Ein Symbol ist in den meisten Fällen ein visuelles oder auch rhetorisches Zeichen das auf eine Bedeutung verweist, die außerhalb seiner selbst liegt. Symbole werden von vielen Völkern verwendet, um eine Religion, Philosophie, politische Organisation etc. oder die Zugehörigkeit dazu darzustellen. ~|¡¿†‡ ~| ~|¡ ¡¿†‡ |¡¿ | |¡ ~|¡¿†‡↔↑↓•¶#¹²¤₳฿₵³½⅓⅔¼¾⅛⅜⅝⅞∞‘“’”«»¢₡₢$₫₯€₠₣ƒ₴₭₤ℳ₥₦№₧₰£៛₨₪৳~|¡¿†‡↔↑↓•¶ ₪৳₮— ₩¥♠♣♥♦ Symbols (シンボル Symbol) are small medals handed out to Trainers by Hoenn's Frontier Brains. Similar to the Gym Leader's badges, symbols are given to people that can defeat the holder of it in a Pokémon battle. There are seven types of symbols in total, corresponding to the number of Frontier Brains in Hoenn, and each symbol comes in both Gold and Silver depending on the challenge. Unlike badges, which exist among Gym Leaders regardless of region, Symbols can only be received by the Hoenn Region Frontier Brains. Sinnoh region Frontier Brains will give out Medals instead of symbols.
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The Knowledge Symbol is given out at the Battle Factory, held by the Frontier Brain, Noland. The Guts Symbol is given out at the Battle Arena, held by the Frontier Brain, Greta. The Brave Symbol is given out at the Battle Pyramid, held by the Frontier Brain, Brandon. It symbolises your great bravery in ascending the many dark floors of the pyramid and then of battling him and winning The Tactics Symbol is given out at the Battle Dome, held by the Frontier Brain, Tucker. The Luck Symbol is given out at the Battle Pike, held by the Frontier Brain, Lucy. The Spirit Symbol is given out at the Battle Palace, held by the Frontier Brain, Spenser. The Ability Symbol is given out at the Battle Tower, held by the Frontier Brain, Anabel.
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Symbols (シンボル Symbol) are small medals handed out to Trainers by Hoenn's Frontier Brains. Similar to the Gym Leader's badges, symbols are given to people that can defeat the holder of it in a Pokémon battle. There are seven types of symbols in total, corresponding to the number of Frontier Brains in Hoenn, and each symbol comes in both Gold and Silver depending on the challenge. Unlike badges, which exist among Gym Leaders regardless of region, Symbols can only be received by the Hoenn Region Frontier Brains. Sinnoh region Frontier Brains will give out Medals instead of symbols. thumb|250px|Symbol i "Matka" Tylko najbardziej ignorancki lub nowoprzybyły mieszkaniec nie wzdryga się na samo wspomnienie tej największej nemezis miasta. To co zaczęło się serią odizolowanych incydentów urosło w mroczny wiek, którego uścisk szybko w końcu utrzymał koszmary mieszkańców miasta na lata. W centrum tej sieci plotek i strachu siedzi enigmatyczna postać znana jedynie jako Symbol (nieświęty potomek, mroczny nekromanta 17). 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 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. Death. Each target must make a Constitution saving throw, taking 10d 10 necrotic damage on a failed save, ort half as much damage on a successful save. Discord. Each target must make a Constitution saving throw. On a failed save, a target bickers and 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 make a Wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened, the target drops whatever it is holding and must move at least 30 feet away from the glyph on each of its turns, if able. Hopelessness. Each target must make a Charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can’t attack or target any creature with harmful abilities, spells, or other magical effects. Insanity. Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can’t take actions, can't understand what other creatures say, can’t read, and speaks only in gibberish. The DM controls its movement, which is erratic. Pain. Each target must make a Constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save. Sleep. Each target must make a Wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake. Stunning. Each target must make a Wisdom saving throw and becomes stunned for 1 minute on a failed save. A symbol is something that stands for something else. It can be a sound, gesture, or written character that represents an object, action, event, or idea. Vaguely, it is defined as something that stands for something else. Generally, symbols are figurative, meaning that they compare or merge two unlike things. A symbol is the marriage of an abstraction to a concrete expression. Symbols are also used in comparisons, such as similes, metaphors, and synecdoches. In a way, a symbol is merely a more complicated form of a metaphor. A symbol is something such as an object, picture, written word, sound, or particular mark that represents something else by association, resemblance, or convention. For example, a red octagon may stand for "STOP". Numerals are symbols for numbers. A powerful piece of magical writing. [[Category:]] Symbol was a conjuration spell that was similar to glyph of warding, creating a rune that had a variety of possible devastating effects when triggered. Ein Symbol ist in den meisten Fällen ein visuelles oder auch rhetorisches Zeichen das auf eine Bedeutung verweist, die außerhalb seiner selbst liegt. Symbole werden von vielen Völkern verwendet, um eine Religion, Philosophie, politische Organisation etc. oder die Zugehörigkeit dazu darzustellen. 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. Death. Each target must make a Constitution saving throw, taking 10D10 necrotic damage on a failed save, or half as much damage on a successful save. Discord. Each target must make a Constitution saving throw. On a failed save, a target bickers and 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 make a Wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened, the target drops whatever it is holding and must move at least 30 feet away from the glyph on each of its turns, if able. Hopelessness. Each target must make a Charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can’t attack or target any creature with harmful abilities, spells, or other magical effects. Insanity. Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can’t take actions, can't understand what other creatures say, can’t read, and speaks only in gibberish. Its movement is erratic. Pain. Each target must make a Constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save. Sleep. Each target must make a Wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake. Stunning. Each target must make a Wisdom saving throw and becomes stunned for 1 minute on a failed save. The points of the Parallax symbol are each named according to the corresponding hours on a clock face, the top two being 11 and 1, the middle two 9 and 3, and the bottom two 7 and 5 respectively. By pressing certain points, one can jump to distant worlds. For example, to get to Green world, one presses 1 - 11. It is still unknown how the symbol is used exactly, but Ben managed to figure out how to get back to his world by pressing the points he originally pressed in the opposite order. Additionally, many people from other worlds tapped the Green World's symbol backwards while in the Green World which returned them to their own worlds. The same thing occurred when Ben tapped the Orange World's symbol backwards whilst in Orange which sent everyone to Red (Ben's world). ~|¡¿†‡ ~| ~|¡ ¡¿†‡ |¡¿ | |¡ ~|¡¿†‡↔↑↓•¶#¹²¤₳฿₵³½⅓⅔¼¾⅛⅜⅝⅞∞‘“’”«»¢₡₢$₫₯€₠₣ƒ₴₭₤ℳ₥₦№₧₰£៛₨₪৳~|¡¿†‡↔↑↓•¶ ₪৳₮— ₩¥♠♣♥♦ A symbol is something that is used for or regarded as representing something else. It may be a material object which represents an abstract or immaterial entity or idea such as a fish or cross to represent Christianity. The use of symbols in a figurative sense is known as symbolism. In written form, a symbol can be a single character, letter, number, shape or a combination of several of these to designate something. In mathematics the algebraic symbols x and y represent unknown or variable quantities. In chemistry the elements are assigned one ot two-letter symbols such as He for helium. In financial markets stocks, bonds, mutual funds etc. are are given symbols comprising a small series of letters. Generally the fewer letters that a financial instrument has then the more important and widely traded it is. A symbol can also be a word, phrase, image or object that embodies a complex of associated meanings and values: e.g "motherhood and apple pie", the "Dunkirk spirit", or flag of the USA. thumb|250px|Pewnie i tu jakiś symbol niechcący się znalazł... Symbol – znaczek, przedmiot tudzież bohomaz, który jest tym czym nie jest w rzeczywistości, czyli może być wszystkim. Posługują się nim przede wszystkim wszelkiej maści artyści, spiskowcy i masoni, ukrywający za jego pomocą zakazane treści jak pornografia zwierzęca czy plany zdobycia wszechświata. A Symbol is used like a string, it looks like :symbol and can be considered as if it meant "symbol" (note :symbol does not == "symbol"). The main advantage of symbols are that each reference to the same symbol is the same object id, whereas each time you use a string it is a new instantiation of an object (which can waste memory unnecessarily).
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