3e SRD:Glyph of Warding, Greater
From D&D Wiki
|This material is published under the OGL|
|Components:||V, S, M|
|Casting time:||10 minutes|
|Target:||Object touched or up to 5 sq. ft./level|
|Saving Throw:||See text|
|Spell Resistance:||Yes (object)|
This inscription harms those who enter, pass, or open the warded area or object.
The character set the conditions of the ward. Typically, any creature violating the warded area without speaking a pass phrase (which the character set when casting the spell) is subject to the magic it stores. Glyphs can be set according to physical characteristics or creature type, subtype, or species. Glyphs can also be set with respect to good, evil, law, or chaos, or to pass those of the character's religion. They cannot be set according to class, HD, 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, discrete areas of one object can be separately warded.
The glyph can be placed to conform to any shape up to the limitations of the character's total square footage. When the spell is completed, the glyph becomes nearly invisible.
Glyphs cannot be affected or bypassed by such means as physical or magical probing, though they can be dispelled. Mislead, polymorph, and nondetection can fool a glyph.
Read magic allows the character to identify a glyph of warding with a successful Spellcraft check (DC 16). Identifying the glyph does not discharge it and allows the character to know the basic nature of the glyph (version, type of damage caused, what spell is stored).
Depending on the version selected, a glyph either blasts the intruder or activates a spell.
Blast Glyph: A blast deals 1d8 points of damage per two caster levels to the intruder and to all within 5 feet of the intruder (maximum 10d8). This damage is acid, cold, fire, electricity, or sonic (caster's choice, made at time of casting). Those affected can make Reflex saves to take half damage.
Spell Glyph: The character can store any harmful spell of up to 6th level that the character knows. All level-dependent features of the spell are based on the character's level at the time of casting. If the spell has targets, it targets the intruder. If the spell has an area or an amorphous effect (such as a cloud), 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. All saving throws operate as normal, except that the DC is based on the level of the glyph.
Material Component: Worth at least 400 gp.
This page is protected from editing because it is an integral part of D&D Wiki. Please discuss possible problems on the talk page.