Compendium

Spell

Glyph of Warding

Level 3 · Abjuration

Cast Time 1 hora
Range Toque
Components V, S, M (diamante en polvo que valga al menos 200 po, que se consume como parte del conjuro)
Duration Hasta que sea disipado o se active

Bard · Cleric · Wizard

You inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface or within an object that can be closed to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. The glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice. When you inscribe the glyph, you set its trigger and choose whether it's an explosive rune or a spell glyph: Explosive Rune: When triggered, the glyph erupts with magical energy in a 20-foot-radius Sphere centered on the glyph. Each creature in the area makes a Dexterity saving throw. A creature takes 5d8 Acid, Cold, Fire, Lightning, or Thunder damage (your choice when you create the glyph) on a failed save or half as much damage on a successful one. Spell Glyph: You can store a prepared spell of level 3 or lower in the glyph by casting it as part of creating the glyph. When the glyph is triggered, the stored spell takes effect. Using a Higher-Level Spell Slot: The damage of an explosive rune increases by 1d8 for each spell slot level above 3. If you create a spell glyph, you can store any spell of up to the same level as the spell slot you use for the Glyph of Warding.