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

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[[File:Glyph of Warding (spell).jpg|right|525px|thumb]]
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'''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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{{Spelltable
 
{{Spelltable
 
| name = Glyph of Warding
 
| name = Glyph of Warding
 
| range = touch
 
| range = touch
 
| duration = until discharged
 
| duration = until discharged
| area of effect = 5 ft. + 2 ft. per level circle
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| area of effect = 5 ft. + 2 ft. per [[Experience Level|level]] circle
| casting time = 2 rounds
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| casting time = 2 [[Combat Round|rounds]]
 
| save = special
 
| save = special
 
| level = [[Cleric 3rd Level Spells|cleric (3rd)]]
 
| level = [[Cleric 3rd Level Spells|cleric (3rd)]]
 
}}
 
}}
  
Inscribes a glyph able to cast any spell which the cleric possesses onto an object which, if disturbed, will discharge the spell. Both the glyph of warding and the given spell must be cast by the cleric, in that order.
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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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== Discharge ==
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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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==== Effect ====
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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.
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== Number of Glyphs ==
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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.
  
The spell will affect only those within the glyph’s area of effect, regardless of the spell’s normal range — and with regards to spells that affect only believers, the glyph is similarly restricted.
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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.
  
If the object is picked up, opened, adjusted or even pressed, the glyph will enact. However, the glyph may be touched or gently brushed without any result. In the case of some structures, such as bridges, floors or doors, the ‘spring’ of such objects can cause a glyph to enact from a board that bends when walked upon, or even when another door in the structure is slammed.
 
  
The effect of the glyph will be according to the cleric’s level at the time the spell was cast. The cleric may create no more glyphs than he or she has levels — and if none of those are discharged (but that is desired), the cleric must physically return to an original glyph to dispel it. The cleric can dispel a glyph from only from within the spell’s range.
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See [[Wizard Mark (spell)]]
  
Only clerical spells may be so inscribed.
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[[Category: Clerical Spells]][[Category: Don't Review until 2023]]
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[[Category:Placeholder]]
 

Latest revision as of 21:05, 5 January 2022

Glyph of Warding (spell).jpg

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 curse, suffuse with poison or a flame strike ... even something positive like cure light wounds or bless.

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)

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 ruined, then both spells will fail.

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 it occupies, is sufficient to set it off.

Effect

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

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.

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.


See Wizard Mark (spell)