When you cast this spell, you inscribe a glyph that harms other
creatures, either upon a surface (such as a table or a section of
floor or wall) or within an object that can be closed (such as a
book, a scroll, or a treasure chest) to conceal the glyph.
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 and requires a successful Intelligence
(Investigation) check against your spell save DC to be found.
You decide what triggers the glyph when you cast the spell. For
glyphs inscribed on a surface, the most typical triggers include
touching or standing on the glyph, removing another object
covering the glyph, approaching within a certain distance of the
glyph, or manipulating the object on which the glyph is inscribed.
For glyphs inscribed within an object, the most common triggers
include opening that object, approaching within a certain distance
of the object, or seeing or reading the glyph. Once a glyph is
triggered, this spell ends.
You can further refine the trigger so the spell activates only under
certain circumstances or according to physical characteristics
(such as height or weight), creature kind (for example, the ward
could be set to affect aberrations or drow), or alignment. You can
also set conditions for creatures that don’t trigger the glyph, such
as those who say a certain password.
When you inscribe the glyph, choose explosive runes or a spell
glyph.
Explosive Runes
When triggered, the glyph erupts with magical energy in a 20-foot-
radius sphere centered on the glyph. The sphere spreads around
corners. Each creature in the area must make a Dexterity saving
throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder
damage on a failed saving throw (your choice when you create the
glyph), or half as much damage on a successful one.
Spell Glyph
You can store a prepared spell of 3rd level or lower in the glyph by
casting it as part of creating the glyph. The spell must target a
single creature or an area. The spell being stored has no
immediate effect when cast in this way. When the glyph is
triggered, the stored spell is cast. If the spell has a target, it
targets the creature that triggered the glyph. If the spell affects an
area, the area is centered on that creature. If the spell summons
hostile creatures or creates harmful objects or traps, they appear
as close as possible to the intruder and attack it. If the spell
requires concentration, it lasts until the end of its full duration.
At higher level
When you cast this spell using a spell slot of 4th level or higher, the
damage of an explosive runes glyph increases by 1d8 for each slot
level above 3rd. If you create a spell glyph, you can store any spell
of up to the same level as the slot you use for the glyph of warding. |