Glyph Of Warding D&D 5th Edition 3rd Level Spell Guide

Glyph Of Warding

  • Level: 3
  • Casting time: 1 Hour
  • Range: Touch
  • Components: V, S, M
  • Duration: Until dispelled or triggered
  • Ritual: No
  • Concentration: No
  • Save: Dex Save
  • Damage: Acid
  • Source: Players Handbook Page No. 245

Spell Object

When you transmit this spell, you write a glyph on the surface (such as a table or floor or a section of a wall) or on a closed object (book, scroll, or) that can harm other creatures. A treasure chest) to hide the glyph. If you choose a surface, the glyph will cover a surface area not larger than 10 feet in diameter. If you select an object, that object must be in its place; If you move more than 10 feet from the place where this spell was transmitted, the glyph will break and end without triggering the spell.

The glyph is almost invisible and requires a successful Intelligence (Investigation) check against your Spell Save DC. You decide what triggers the glyph when you broadcast the spell. For surface-engraved glyphs, the most common triggers are touching or standing the glyph, removing another object covering the glyph, reaching some distance to the glyph, or changing the object on which the glyph is inscribed. For glyphs engraved on an object, the most common triggers are opening the object, reaching some distance from the object, or looking at or reading the glyph. After the glyph is triggered, the spell ends. You can further trigger the trigger, so the spell will only be activated according to certain conditions or physical characteristics (such as height or weight), organism type (e.g., ward violations or set to affect intoxication), or setting.

You can also set conditions for creatures that do not trigger a glyph, such as a specific password teller. When you write Glyph, choose Explosive Runs or Spell Glyph. Blast runs. When excited, the glyph explodes with magical force in a concentrated 20-foot radius sphere. Sphere spread around corners. Every creature in this area must make a throw that saves capacity. An organism can be damaged by 5d8 acid, cold, fire, lightning, or thunder and take half the damage on a failed savings throw (your choice when you create the glyph) or a successful one. Spell glyph. As part of creating the glyph, you can store the spell made on level 3 or lower in the glyph by airing. The spell should target a single creature or area.

The stored spell does not have an immediate effect when transmitted in this way. When the glyph is triggered, the stored spell is transmitted. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, that area is centered on that organism.

If the spell is calling enemy creatures or creating malicious objects or traps, they will appear as close as possible to the intruder and attack it. If the spell needs concentration, it will last until its full duration.

Advanced Levels: When you transmit this spell using level 4 or higher spell slot, the loss of explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell just like the slot you use for the glyph of the ward

Our Latest Updates

Leave a Reply