Target or Area:
Object touched or up to 5 sq. ft./level
Permanent until discharged (D)
No (object) and Yes; see text
This powerful inscription harms those who enter, pass, or open the warded area or object. A glyph of warding
can guard a bridge or passage, ward a portal, trap
a chest or box, and so on.
You set the conditions
of the ward. Typically, any creature entering the warded area or opening the warded object without speaking a password (which you set when casting the spell) is subject to the magic it stores. Alternatively or in addition to a password trigger, glyphs
can be set according to physical characteristics (such as height or weight) or creature type, subtype, or kind. Glyphs
can also be set with respect to good, evil, law, or chaos, or to pass those of your religion. They cannot be set according to class, Hit Dice
, or level
respond to invisible creatures normally but are not triggered by those who travel past them ethereally. Multiple glyphs
cannot be cast on the same area. However, if a cabinet has three drawers, each can be separately warded.
When casting the spell, you weave a tracery of faintly glowing lines around the warding sigil. A glyph can be placed to conform to any shape up to the limitations of your total square footage. When the spell is completed, the glyph and tracery become nearly invisible.
cannot be affected or bypassed by such means as physical or magical probing, though they can be dispelled. Mislead
, and nondetection
(and similar magical effects) can fool a glyph
, though nonmagical disguises and the like can't. Read magic
allows you to identify
a glyph of warding
with a DC 13 Spellcraft
check. Identifying the glyph
does not discharge it and allows you to know the basic
nature of the glyph
(version, type of damage
caused, what spell is stored).
Depending on the version selected, a glyph either blasts the intruder or activates a spell.
A blast glyph
deals 1d8 points of damage
per two caster levels
(maximum 5d8) to the intruder and to all within 5 feet of him or her. This damage
is acid, cold, fire, electricity, or sonic (caster's choice, made at time of casting). Each creature affected can attempt a Reflex save to take half damage
. Spell resistance
applies against this effect.
You can store any harmful spell of 3rd level
or lower that you know. All level
-dependent features of the spell are based on your caster level
at the time of casting the glyph.
If the spell has a target, it targets the intruder. If the spell has an area or an amorphous effect the area or effect is centered on the intruder. If the spell summons creatures, they appear as close as possible to the intruder and attack. Saving throws
and spell resistance
operate as normal, except that the DC is based on the level
of the spell stored in the glyph
You trace the glyph
with incense, which must first be sprinkled with powdered diamond worth at least 200 gp.
|Find topic in: Basics, Characters, Equipment, Magic|
| Spells dungeons 3.5 dragons d20 Of Glyph 3.5 d20 srd Warding 3.5 rpg rpg 3.5 wizards dungeons F-G d20 Warding F-G Magic d20 dungeons d&d dungeons dungeons Spells SRD d20 d&d 3.5 srd dnd wizards rpg wizards Glyph wizards dungeons Magic roleplaying Glyph dnd|