Difference between revisions of "Glyph of Warding (spell)"

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[[File:Glyph of Warding (spell).jpg|right|525px|thumb]]
 
[[File:Glyph of Warding (spell).jpg|right|525px|thumb]]
'''Glyph of warding''' inscribes a hieroglyphic character or symbol upon an object or surface which, if disturbed, will discharge the stored dweomer within. The caster chooses the effect from among his or her existing spell list; for example, the glyph could set off a [[Remove Curse (spell)#Curse|curse]], [[Neutralise Poison (spell)#Suffuse with Poison|suffuse with poison]] or a [[Flame Strike (spell)|flame strike]] ... even something positive like [[Cure Light Wounds (spell)|cure light wounds]] or [[Bless (spell)|bless]].
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'''Glyph of Warding''' is a spell that inscribes a hieroglyphic character or symbol onto an object or surface, embedding a dormant dweomer within. Once disturbed, the glyph immediately discharges the stored magic, affecting all within its range. The caster selects the effect from their existing spell list, meaning the glyph can serve as either a trap or a boon.  
  
 
{{Spelltable
 
{{Spelltable
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| level = [[Cleric 3rd Level Spells|cleric (3rd)]]
 
| level = [[Cleric 3rd Level Spells|cleric (3rd)]]
 
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}}
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Possible effects include a [[Remove Curse (spell)#Curse|curse]], [[Neutralise Poison (spell)#Suffuse with Poison|suffusing with poison]] or a [[Flame Strike (spell)|flame strike]]. Alternatively, the glyph may offer a beneficial effect, such as [[Cure Light Wounds (spell)|curing wounds]] or [[Bless (spell)|bestowing divine favour]].  To create the glyph, the caster must first cast "glyph of warding", immediately followed by the second dweomer, without pause or hesitation. If the second spell's [[Spellcasting|casting]] is disrupted, both spells fail and the glyph remains inert.
  
To create the glyph, the caster first casts "glyph of warding," then immediately and without hesitation, the second dweomer is invested into the glyph. If the second spell is [[Spellcasting|ruined]], then both spells will fail.
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Due to their versatile nature, glyphs can serve as long-term defenses for valuables, entrances and sacred locations. Clever casters may use misleading inscriptions, placing mundane markings alongside active glyphs to obscure their presence. Additionally, because the glyph's effect is independent of its inscribed form, an unassuming rune may contain devastating magic.
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Casters must carefully consider placement, as an ill-placed glyph can be inadvertently triggered by allies. However, glyphs may also function as pre-planned tactical weapons, placed in strategic locations before a battle or siege.
  
 
== Discharge ==
 
== Discharge ==
Once the glyph's inscribed, the object that's altered cannot be moved or carried around; if it's moved at all, opened, adjusted or pressed hard, it will enact its magic.  With permanent surfaces, such as a floor, wall or railing, passing within 5 ft. of the glyph, or within the [[Combat Hex|combat hex]] it occupies, is sufficient to set it off.
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Once the glyph is inscribed, the object it protects cannot be moved or carried freely. Any adjustment, pressing or interaction with the object will trigger the glyph, discharging its stored magic.  For permanent surfaces, such as floors, walls or railings, the glyph is activated when a creature comes within 5 feet or enters the [[Combat Hex|hex]] it occupies. Unlike physical objects, these glyphs function as area-based wards, affecting anyone who unknowingly steps into their range.
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The stored spell's area of effect is overidden by that of the glyphs, though its original duration remains unchanged.  The caster's level at the time of inscription is used to determine the stored spell's effect and potency.  As ever, spells that only affect those that share the caster's religion remain bound by this restriction, even when stored in a glyph.
  
==== Effect ====
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Once the glyph has discharged, it cannot repeat the magic again. The glyph itself evaporates, leaving behind no trace of its dweomer. Any protective effect it once provided is permanently lost, requiring a new glyph to be inscribed if continued warding is desired.
The consequence of the spell's magic is defined by the glyph, not the stored spell's normal area of effect and range. The power of the magic equals the caster's level at the time the glyph was inscribed.  With regards to positive effects, where the spell would normally require "belief," recipients must be of the caster's religion to gain benefits.
 
  
== Number of Glyphs ==
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== Number ==
The caster may create one glyph per level, and no more than one glyph per day.  Thus, a 7th level caster would be able to steadily manufacture seven glyphs over the space of a week.  Thereafter, no new glyphs could be cast at all, unless some previously made glyph were dispelled at the caster's will — however, the caster must touch the glyph to dispel it.
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Though one glyph may be produced every day, the maximum number cannot exceed the level of the caster.  Thus, a 7th-level caster could not create more than seven glyphs in total, which would have to be done over the course of a week.  Once this maximum is reached, the caster cannot create additional glyphs unless an existing one is dispelled. To dispel a glyph, the caster must physically touch it — glyphs cannot be removed from a distance.
  
As such, the caster decides which glyph to dispel. If no glyph is within reach to be dispelled, the caster must do without.  Once a glyph is discharged by some other being, the caster is free to replace it.
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Because the caster chooses which glyph to dispel, they retain control over their total number of wards at all times. If no glyph is within reach, there is nothing that can be done except wait until an existing glyph is triggered or travel as needed.
  
  
 
See [[Wizard Mark (spell)]]
 
See [[Wizard Mark (spell)]]
  
[[Category: Clerical Spells]][[Category: Don't Review until 2023]]
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[[Category: Clerical Spells]][[Category: Reviewed]]

Latest revision as of 15:03, 16 March 2025

Glyph of Warding (spell).jpg

Glyph of Warding is a spell that inscribes a hieroglyphic character or symbol onto an object or surface, embedding a dormant dweomer within. Once disturbed, the glyph immediately discharges the stored magic, affecting all within its range. The caster selects the effect from their existing spell list, meaning the glyph can serve as either a trap or a boon.

Glyph of Warding
Range touch
Duration until discharged
Area of Effect 5 ft. + 2 ft. per level circle
Casting Time 2 rounds
Saving Throw special
Level cleric (3rd)

Possible effects include a curse, suffusing with poison or a flame strike. Alternatively, the glyph may offer a beneficial effect, such as curing wounds or bestowing divine favour. To create the glyph, the caster must first cast "glyph of warding", immediately followed by the second dweomer, without pause or hesitation. If the second spell's casting is disrupted, both spells fail and the glyph remains inert.

Due to their versatile nature, glyphs can serve as long-term defenses for valuables, entrances and sacred locations. Clever casters may use misleading inscriptions, placing mundane markings alongside active glyphs to obscure their presence. Additionally, because the glyph's effect is independent of its inscribed form, an unassuming rune may contain devastating magic.

Casters must carefully consider placement, as an ill-placed glyph can be inadvertently triggered by allies. However, glyphs may also function as pre-planned tactical weapons, placed in strategic locations before a battle or siege.

Discharge

Once the glyph is inscribed, the object it protects cannot be moved or carried freely. Any adjustment, pressing or interaction with the object will trigger the glyph, discharging its stored magic. For permanent surfaces, such as floors, walls or railings, the glyph is activated when a creature comes within 5 feet or enters the hex it occupies. Unlike physical objects, these glyphs function as area-based wards, affecting anyone who unknowingly steps into their range.

The stored spell's area of effect is overidden by that of the glyphs, though its original duration remains unchanged. The caster's level at the time of inscription is used to determine the stored spell's effect and potency. As ever, spells that only affect those that share the caster's religion remain bound by this restriction, even when stored in a glyph.

Once the glyph has discharged, it cannot repeat the magic again. The glyph itself evaporates, leaving behind no trace of its dweomer. Any protective effect it once provided is permanently lost, requiring a new glyph to be inscribed if continued warding is desired.

Number

Though one glyph may be produced every day, the maximum number cannot exceed the level of the caster. Thus, a 7th-level caster could not create more than seven glyphs in total, which would have to be done over the course of a week. Once this maximum is reached, the caster cannot create additional glyphs unless an existing one is dispelled. To dispel a glyph, the caster must physically touch it — glyphs cannot be removed from a distance.

Because the caster chooses which glyph to dispel, they retain control over their total number of wards at all times. If no glyph is within reach, there is nothing that can be done except wait until an existing glyph is triggered or travel as needed.


See Wizard Mark (spell)