D20r:Spells

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(globe of invulnerability)
(glyph of warding)
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===glyph of warding===
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===Glyph of Warding===
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{{d20rSpell|
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name=Glyph of Warding|
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desc=Abjuration|
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time=10 minutes|
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range=Touch|
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target=Object touched or up to 5 square feet/level|
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area=|
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effect= |
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dur=Permanent until discharged (D)|
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save=See text|
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SR=Yes (object)|
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rules=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.
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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. They cannot be set according to class, Hit Dice, or level. ''Glyphs'' 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, for instance, if a cabinet has three drawers, each can be separately warded.
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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.
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''Glyphs'' cannot be affected or bypassed by such means as physical or magical probing, though they can be ''dispelled''. ''Mislead, polymorph,'' and ''nondetection'' (and similar magical effects) can fool a ''glyph'', though non-magical disguises and the like can't. ''Read magic'' allows you to identify a ''glyph of warding'', though you must still know where the ''glyph'' is located. 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).
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Depending on the version selected, a glyph activates a spell or inflicts panic.
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''Spell Glyph:'' 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.''
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''Panic Glyph:'' A panic glyph causes the intruder and all creatures within 5' of them to be panicked. All affected creatures must make a Will save or be panicked for 1 round/level. Creatures that make their saves are instead shaken for the same duration. Spell Resistance applies against this effect. If used in this fashion, this spell gains the [Fear] descriptor.|
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eternal=|
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class1=Fear Domain|
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class1level=3|
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class2=|
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class2level=|
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class3=|
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class3level=|
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nocat= 1
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}}
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===good hope===
===good hope===
===goodberry===
===goodberry===

Revision as of 17:43, 19 August 2014

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