Greater Glyph of Warding: Difference between revisions

From The Domains of Dread
Created page with " <code>'''School'''</code>: <code>'''Circle'''</code>: <code>'''Spell Components'''</code>: <code>'''Action Time'''</code>: <code>'''Range'''</code>: <code>'''Shape'''</code>: <code>'''Targe'''ting</code>: <code>'''Base Duration'''</code>: <code>'''Saving Throw'''</code>: <code>'''Spell Resistance'''</code>: <code>'''Ritual Components'''</code>:"
 
mNo edit summary
Line 1: Line 1:
  <code>'''School'''</code>:
  <code>'''School'''</code>: abjuration
  <code>'''Circle'''</code>:  
  <code>'''Circle'''</code>: [[Divine Spells|divine]] 6th
  <code>'''Spell Components'''</code>:  
  <code>'''Spell Components'''</code>: V, S
  <code>'''Action Time'''</code>:  
  <code>'''Action Time'''</code>: 2 actions
  <code>'''Range'''</code>:  
  <code>'''Range'''</code>: short
  <code>'''Shape'''</code>:  
  <code>'''Shape'''</code>: placed radius (medium)
  <code>'''Targe'''ting</code>:  
  <code>'''Targe'''ting</code>: all (radius)
  <code>'''Base Duration'''</code>:  
  <code>'''Base Duration'''</code>: permanent
  <code>'''Saving Throw'''</code>:  
  <code>'''Saving Throw'''</code>: reflex half
  <code>'''Spell Resistance'''</code>:  
  <code>'''Spell Resistance'''</code>: no
  <code>'''Ritual Components'''</code>:
  <code>'''Ritual Components'''</code>: n/a
Inscribes a delicate but particularly potent acid, cold, electrical or fire glyph not far from the caster's feet, unseen unless discovered with a <code>DC 25</code> [[Search]] check. Any caster may have only one glyph active at a time - inscribing another 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>2d8 selected elemental damage/2 levels (max 8d8)</code>. A glyph behaves like a supernatural trap and may be disarmed by anyone with the ''trapfinder'' feat with a <code>DC 32</code> [[Handle Device]] check, else the glyph explodes.

Revision as of 16:41, 5 July 2025

School: abjuration
Circle: divine 6th
Spell Components: V, S
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 particularly potent acid, cold, electrical or fire glyph not far from the caster's feet, unseen unless discovered with a DC 25 Search check. Any caster may have only one glyph active at a time - inscribing another 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 2d8 selected elemental damage/2 levels (max 8d8). A glyph behaves like a supernatural trap and may be disarmed by anyone with the trapfinder feat with a DC 32 Handle Device check, else the glyph explodes.