Glyph of Warding: Difference between revisions

From The Domains of Dread
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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 magical 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.
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: abjuration
Circle: divine 3rd, occult 3rd
Spell Components: V, S, M (75 sp; powdered silver)
Action Time: 2 actions
Range: short
Shape: placed radius (medium)
Targeting: all (radius)
Base Duration: permanent 
Saving Throw: reflex half
Spell Resistance: no
Ritual 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.