RoL d20 Dragon RoL d20
PC Gen

Glyph of Warding

[Su, MR, AoO]

Associated Skills: Arcane - Abjuration\nDivine - Protection and Retribution

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Action Time
10 min (+0)\n1 min (+4)\n1 r (+8)
Base Cost
3 PP\n+2 PP for concealment
Range
Tch (+0)
Duration
Triggered (D; +0)\nPermanent (D; +8)

Description

You trace a clearly visible glyph on an object or surface. When a creature not designated by you at the time of casting interacts with the object (e.g. touches, reads, opens, walks over, etc), the glyph triggers. Optionally, you can designate a password that lets any creature interact with the trapped object without triggering the trap.\nHiding or being invisible does not fool a glyph, but it will not be triggered by creatures on another plane. Also note that a glyph cannot be used offensively, by throwing a trapped object at an opponent, for instance.\nIf the duration is permanent, the glyph can be triggered repeatedly (but requires 1 hour to recharge).\nAcid glyph (req Arcane - Hydromancy or Divine - Elements; [Acid]): +5 attack against Ref (S - 6d6 HP of acid damage in a 1 sq radius; F - half damage). The trapped object takes no damage.\nCold glyph (req Arcane - Hydromancy or Divine - Elements; [Cold]): +5 attack against Ref (S - 6d6 HP of cold damage in a 1 sq radius; F - half damage). The trapped object takes no damage.\nFire glyph (req Arcane - Pyromancy or Divine - Elements; [Fire]): +5 attack against Ref (S - 6d6 HP of fire damage in a 1 sq radius; F - half damage). The trapped object takes no damage.\nForce glyph (req Arcane - Kinetomancy or Divine - Elements; [Force]): +5 attack against Ref (S - 6d6 HP of blunt damage in a 2 sq radius; F - half damage). The trapped object takes full damage.\nLightning glyph (req Arcane - Aeromancy or Divine - Elements; [Electric]): +5 attack against Ref (S - 6d6 HP of electricity damage in a 1 sq radius; F - half damage). The trapped object takes no damage.\nParalysis glyph (req Arcane - Enchantment or Divine - Charm): +5 attack against Ref (S - the target is enclosed in a shimmering stasis field for up to 10 days (or until released by you)). A captured target is not aware, does not age, and needs no air, food, or drink, but it can still be injured by outside weapons and forces.\nSonic glyph (req Arcane - Aeromancy or Divine - Elements; [Sonic]): +5 attack against Ref (S - 6d6 HP of sonic damage in a 1 sq radius; F - half damage). The trapped object takes no damage.\nConcealment: The glyph is nearly invisible and hard to find by Perception (DC 15 + PL) or detection spells (opposed spellcasting check).

Variations & Options:

Concealment option: The glyph is nearly invisible and hard to find by Perception (DC 15 + PL) or detection spells (opposed spellcasting check).\nGreater glyph option: The glyph makes a +10 attack and deals 12d6 HP of damage (instead of +5 and 6d6).\nPain glyph option (req Arcane - Enchantment or Divine - Retribution): If a +10 attack against Fort succeeds, creatures within a 12 square radius burst suffer wracking pains for 1 hour. This imposes a -4 penalty on all action checks.\nSleep glyph option (req Arcane - Enchantment or Divine - Charm; [Mind, Sleep]): If a +10 attack against Will succeeds, creatures within a 12 square radius burst fall into a catatonic slumber for 3d6Γ—10 minutes.\nFear glyph option (req Arcane - Enchantment or Divine - Charm; [Mind, Fear]): If a +10 attack against Will succeeds, creatures within a 12 square radius burst become panicked for 1 round per skill level.\nPersuasion glyph option (req Arcane - Enchantment or Divine - Charm; [Mind, Charm]): If a +10 attack against Will succeeds, creatures within a 12 square radius burst become charmed by the caster for 1 hour per skill level.\nStun glyph option (req Arcane - Enchantment or Divine - Charm): If a +12 attack against Will succeeds, creatures within a 12 square radius burst become stunned for 1d6 rounds.\nWeakness glyph option (req Arcane - Necromancy or Divine - Death; [Necrotic]): If a +12 attack against Fort succeeds, creatures within a 12 square radius burst suffer 3d6 points of Strength damage.\nDeath glyph option (req Arcane - Necromancy or Divine - Death; [Necrotic]): If a +12 attack against Fort succeeds, creatures within a 12 square radius die.\nInsanity glyph option (req Arcane - Enchantment or Divine - Charm; [Mind]): If a +12 attack against Will succeeds, creatures within a 12 square radius become permanently insane.

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