V, S, M; Casting Time:
10 minutes; Range:
Object touched or up to 5 sq. ft./level
Permanent until discharged (D); Saving Throw:
See text; Spell Resistance:
This inscription harms those who enter, pass, or open the warded area
The caster sets the conditions of the ward. Typically, any creature entering the warded area
or opening the warded object without speaking a pass phrase (which the caster sets when casting the spell
) is subject to the magic it stores. Alternatively or in addition to a pass phrase trigger, glyphs of warding can be set according to physical characteristics or creature type, or species. Glyphs can also be set with respect to allegiance
. They cannot be set according to class, Hit Dice, or level
. Glyphs respond to invisible creatures normally. Multiple glyphs cannot be cast on the same area
. However, they can ward separate compartments of the same object.
The glyph can be placed to conform to any shape up to the limitations of the spell
's total square footage. When the spell
is completed, the glyph becomes nearly invisible.
Glyphs cannot be affected or bypassed by such means as physical or magical probing, though they can be dispelled. Nonmagical disguises cannot fool a glyph of warding.
allows a character to identify a glyph of warding with a successful Spellcraft check (DC 13). Identifying the glyph does not discharge it and allows the character to know the basic nature of the glyph (version, type of damage
caused, what spell
Detecting the glyph requires a successful Search check (DC 28), and safely removing it requires a successful Disable Device check (DC 28).
Depending on the version selected, a glyph either blasts the intruder or activates a spell
A blast deals 1d8 points of damage
per two caster levels to the intruder and to all within 5 feet of the intruder (maximum 5d8). This damage
, cold, fire, electricity
, or sonic/concussion
(caster's choice, made at time of casting). Those affected can make Reflex saves to take half damage
The caster can store any harmful spell
of up to 3rd level
that he or she knows. All level
-dependent features of the spell
are based on the caster's level
at the time of casting. If the spell
has targets, it targets the intruder. If the spell
normally affects an area
, the area
is centered on the intruder. All saving throws
operate as normal, except that the DC is based on the level
of the glyph.
Purchase DC 15.