Glyph of Warding
informant : Player ‘s Handbook
Reading: Glyph of Warding – DND 5th Edition
3rd-level retraction
Casting Time: 1 hour
Range: Touch
Components: V, S, M ( cense and powder ball field worth at least 200 general practitioner, which the while consumes )
Duration: Until dispelled or triggered
When you cast this while, you inscribe a glyph that creates a charming effect triggered by other creatures, either upon a surface ( such as a postpone or a section of floor or wall ) or within an object that can be closed ( such as a book, a coil, or a treasure chest ) to conceal the glyph. The glyph can cover an sphere no larger than 10 feet in diameter. If the surface or aim is moved more than 10 feet from where you cast this while, the glyph is broken, and the spell ends without being triggered .
The glyph is about invisible and requires a successful Intelligence ( Investigation ) control against your go save DC to be found .
You decide what triggers the glyph when you cast the spell. For glyph inscribed on a surface, the most distinctive 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 glyph scratch within an object, the most common triggers include opening that aim, approaching within a certain distance of the object, or seeing or reading the glyph. once a glyph is triggered, this spell ends.
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You can far refine the trip so the while activates entirely under certain circumstances or according to physical characteristics ( such as acme or weight ), creature kind ( for example, the ward could be set to affect aberrations or drow ), or alignment. You can besides set conditions for creatures that don ’ thymine 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 charming 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 write bewilder. A creature takes 5d8 acidic, cold, fire, lightning, or thunder wrong on a fail save throw ( your option when you create the glyph ), or half as much damage on a successful one .
Spell Glyph. You can store a fix spell of 3rd level or lower in the glyph by casting it as separate of creating the glyph. The spell must target a individual animal or an area. The spell being stored has no immediate effect when cast in this direction. When the glyph is triggered, the stored spell is cast. If the spell has a prey, it targets the creature that triggered the glyph. If the enchantment affects an area, the area is centered on that animal. If the spell summons hostile creatures or creates harmful objects or traps, they appear vitamin a close as possible to the intruder and fire it. If the spell requires concentration, it lasts until the end of its fully duration.
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At Higher Levels. When you cast this spell using a enchantment slot of 4th degree or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a go glyph, you can store any spell of up to the like level as the slot you use for the glyph of guard .
Spell Lists. Artificer, Bard, Cleric, Wizard