![]() Read magic allows you to identify a glyph of warding with a DC 13 Knowledge (arcana) check. Mislead, polymorph, and nondetection (and similar magical effects) can fool a glyph, though non-magical disguises and the like can’t. Glyphs cannot be affected or bypassed by such means as physical or magical probing, though they can be dispelled. When the spell is completed, the glyph and tracery become nearly invisible. A glyph can be placed to conform to any shape up to the limitations of your total square footage. When casting the spell, you weave a tracery of faintly glowing lines around the warding sigil. However, if a cabinet has three different drawers, each can be separately warded. Multiple glyphs cannot be cast on the same area. Glyphs respond to invisible creatures normally but are not triggered by those who travel past them ethereally. They cannot be set according to class, HD, or level. Glyphs can also be set with respect to good, evil, law, or chaos, or to pass those of your religion. 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. 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. You set all of the conditions of the ward. A glyph of warding can guard a bridge or passage, ward a portal, trap a chest or box, and so on. This powerful inscription harms those who enter, pass, or open the warded area or object. Saving Throw see text Spell Resistance no (object) and yes see text Target or Area object touched or up to 5 sq. School abjuration Level cleric/oracle 3, inquisitor 3, witch 3 Domain rune 3 Subdomain home 3 Mystery streets 3Ĭomponents V, S, M (powdered diamond worth 200 gp)
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