Glyph of Warding: Difference between revisions
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<code>'''Spell Resistance'''</code>: no | <code>'''Spell Resistance'''</code>: no | ||
<code>'''Ritual Components'''</code>: n/a | <code>'''Ritual Components'''</code>: n/a | ||
Inscribes a delicate but powerful <code>acid</code>, <code>cold</code>, <code>electrical</code> or <code>fire</code> glyph not far from the caster's feet, nominally unseen unless discovered with a <code>DC 25</code> [[Search]] check. Any caster may have only one glyph active at a time - inscribing another glyph will cause any active glyph to dissolve harmlessly. Once scribed, any creature other than the caster which trips the glyph causes the entire area to erupt with the selected elemental energy, dealing <code>1d8 selected elemental damage/2 levels (max 4d8)</code>. A glyph behaves like a | Inscribes a delicate but powerful <code>acid</code>, <code>cold</code>, <code>electrical</code> or <code>fire</code> glyph not far from the caster's feet, nominally unseen unless discovered with a <code>DC 25</code> [[Search]] check. Any caster may have only one glyph active at a time - inscribing another glyph will cause any active glyph to dissolve harmlessly. Once scribed, any creature other than the caster which trips the glyph causes the entire area to erupt with the selected elemental energy, dealing <code>1d8 selected elemental damage/2 levels (max 4d8)</code>. A glyph behaves like a supernatural trap and may be disarmed by anyone with the ''trapfinder'' [[Feats|feat]] with a <code>DC 28</code> [[Handle Device]] check, else the glyph explodes. | ||
Latest revision as of 00:54, 25 June 2025
School: abjurationCircle: divine 3rd, occult 3rdSpell Components: V, S, M (75 sp; powdered silver)Action Time: 2 actionsRange: shortShape: placed radius (medium)Targeting: all (radius)Base Duration: permanentSaving Throw: reflex halfSpell Resistance: noRitual Components: n/a
Inscribes a delicate but powerful acid, cold, electrical or fire glyph not far from the caster's feet, nominally unseen unless discovered with a DC 25 Search check. Any caster may have only one glyph active at a time - inscribing another glyph will cause any active glyph to dissolve harmlessly. Once scribed, any creature other than the caster which trips the glyph causes the entire area to erupt with the selected elemental energy, dealing 1d8 selected elemental damage/2 levels (max 4d8). A glyph behaves like a supernatural trap and may be disarmed by anyone with the trapfinder feat with a DC 28 Handle Device check, else the glyph explodes.