Madara
2012-09-15, 05:12 PM
[Glyph] is a spell descriptor lost to ancient times. The main benefits of Glyphs are their long durations and lack of verbal components. While Glyphs have beens mentioned in several RAW texts, I find it is both flavorful and practical, giving me reason to expand into the world of Glyphs and Runes.
Changes: In terms of current spells, all spells with "Rune" or "Glyph" in their name, and Sepia Snake Sigil now gain the [Glyph] Descriptor. This has no other affect on the spells other than how the interact with the material below.
The [Glyph] Descriptor: Spells with the [Glyph] Descriptor often serve a defensive purpose. These spells are focused into a single rune, or line of runes in which their power resides. The folowing applies to all new spells of the [Glyph] Descriptor:
You set the conditions of the ward. Typically, any creature entering the warded area or opening the warded object without speaking a password (which you set when casting the spell) is subject to the magic it stores. Alternatively or in addition to a password trigger, glyphs can be set according to physical characteristics (such as height or weight) or creature type, subtype, or kind. Glyphs can also be set with respect to good, evil, law, or chaos, or to pass those of your religion. They cannot be set according to class, Hit Dice, or level. Glyphs respond to invisible creatures normally but are not triggered by those who travel past them ethereally. Multiple glyphs cannot be cast on the same area. However, if a cabinet has three drawers, each can be separately warded.
When casting the spell, you weave a tracery of faintly glowing lines around the warding sigil. A glyph can be placed to conform to any shape up to the limitations of your total square footage. When the spell is completed, the glyph and tracery become nearly invisible.
Glyphs cannot be affected or bypassed by such means as physical or magical probing, though they can be dispelled. Mislead, polymorph, and nondetection (and similar magical effects) can fool a glyph, though nonmagical disguises and the like can’t. Read magic allows you to identify a glyph of warding with a DC 13 Spellcraft check. Identifying the glyph does not discharge it and allows you to know the basic nature of the glyph (version, type of damage caused, what spell is stored).
Note: Magic traps such as glyphs are hard to detect and disable. A rogue (only) can use the Search skill to find the glyph and Disable Device to thwart it. The DC in each case is 25 + spell level
New Glyph spells:
Glyph of Nature
Abjuration[Glyph]
Level: Divine 3, Arcane 4
Components: S, M
Casting Time: 10 Minutes
Range: Touch
Target or Area: One object touched or up to 5 sq ft./level
Duration: Permanent
Saving Throw: Yes
Spell Resistance: No
Choose one of the following effects upon casting. When your set conditions are met, the Glyph activates and so does the effect.
Roots: There must be at least one tree by the location you cast this spell. When the condition is met, creatures within the area or touching the object holding the rune who are not excluded by means of the set conditions must make a Reflex save or become grappled by roots that come out of the ground. They are grappled until they are able to cut themselves loose by dealing 5 damage/ level to their root or until they break free of the grapple.
Poison: The Glyph releases a toxic gas. All creatures within 30ft. of the glyph which are not excluded by means of the set conditions must make a fortitude save or be dealt 1d4 strength damage. This gas lasts 1 round/level or until it is dispersed like a fog cloud.
Material Component: Rare Erbs and Spices worth at least 200gp
Glyph of the Storm
Abjuration[Glyph]
Level: Divine 3, Arcane 4
Components: S, M
Casting Time: 10 Minutes
Range: Touch
Target or Area: One object touched or up to 5 sq ft./level
Duration: Permanent
Saving Throw: Yes
Spell Resistance: No
Choose one of the following effects upon casting. When your set conditions are met, the Glyph activates and so does the effect.
Ice Trap:When the Glyph is triggered, all those within the selected area or are touching the warded object who are not immune by means of the selected conditions must make a fortitude save or have their movement speed cut in half for 1 hour as ice wraps around their legs preventing their joints from moving.
Poor Conditions: When the Glyph is triggered all those within the selected area or who are touching the warded object who are not immune by means of the selected conditions must make a fortitude save or be hampered by a small dust storm which only surrounds their face, causing them to be subject to a 20% miss chance for 1 minute/ 3 levels.
Material Component: A masterwork metal weapon or piece of armor which has been hit by electricity. The masterwork item must be worth at least 200gp.
Glyph of the Necromancer
Necromancy[Glyph]
Level: Divine 3, Arcane 4
Components: S, M
Casting Time: 10 Minutes
Range: Touch
Target or Area: One object touched or up to 5 sq ft./level
Duration: Permanent
Saving Throw: Yes
Spell Resistance: No
Choose one of the following effects upon casting. When your set conditions are met, the Glyph activates and so does the effect.
Wither:When the Glyph is triggered, all those within the selected area or are touching the warded object who are not immune by means of the selected conditions must make a fortitude save or have their arm turn black and wither, causing a -4 penalty to strength for 1 minute/level.
Wave of Dread: When the Glyph is triggered all those within the selected area or who are touching the warded object who are not immune by means of the selected conditions must make a Will save or be Shaken (http://www.d20srd.org/srd/conditionSummary.htm#shaken) for 1d4+ 1/level rounds.
Material Component: A piece of onyx worth 200gp.
Changes: In terms of current spells, all spells with "Rune" or "Glyph" in their name, and Sepia Snake Sigil now gain the [Glyph] Descriptor. This has no other affect on the spells other than how the interact with the material below.
The [Glyph] Descriptor: Spells with the [Glyph] Descriptor often serve a defensive purpose. These spells are focused into a single rune, or line of runes in which their power resides. The folowing applies to all new spells of the [Glyph] Descriptor:
You set the conditions of the ward. Typically, any creature entering the warded area or opening the warded object without speaking a password (which you set when casting the spell) is subject to the magic it stores. Alternatively or in addition to a password trigger, glyphs can be set according to physical characteristics (such as height or weight) or creature type, subtype, or kind. Glyphs can also be set with respect to good, evil, law, or chaos, or to pass those of your religion. They cannot be set according to class, Hit Dice, or level. Glyphs respond to invisible creatures normally but are not triggered by those who travel past them ethereally. Multiple glyphs cannot be cast on the same area. However, if a cabinet has three drawers, each can be separately warded.
When casting the spell, you weave a tracery of faintly glowing lines around the warding sigil. A glyph can be placed to conform to any shape up to the limitations of your total square footage. When the spell is completed, the glyph and tracery become nearly invisible.
Glyphs cannot be affected or bypassed by such means as physical or magical probing, though they can be dispelled. Mislead, polymorph, and nondetection (and similar magical effects) can fool a glyph, though nonmagical disguises and the like can’t. Read magic allows you to identify a glyph of warding with a DC 13 Spellcraft check. Identifying the glyph does not discharge it and allows you to know the basic nature of the glyph (version, type of damage caused, what spell is stored).
Note: Magic traps such as glyphs are hard to detect and disable. A rogue (only) can use the Search skill to find the glyph and Disable Device to thwart it. The DC in each case is 25 + spell level
New Glyph spells:
Glyph of Nature
Abjuration[Glyph]
Level: Divine 3, Arcane 4
Components: S, M
Casting Time: 10 Minutes
Range: Touch
Target or Area: One object touched or up to 5 sq ft./level
Duration: Permanent
Saving Throw: Yes
Spell Resistance: No
Choose one of the following effects upon casting. When your set conditions are met, the Glyph activates and so does the effect.
Roots: There must be at least one tree by the location you cast this spell. When the condition is met, creatures within the area or touching the object holding the rune who are not excluded by means of the set conditions must make a Reflex save or become grappled by roots that come out of the ground. They are grappled until they are able to cut themselves loose by dealing 5 damage/ level to their root or until they break free of the grapple.
Poison: The Glyph releases a toxic gas. All creatures within 30ft. of the glyph which are not excluded by means of the set conditions must make a fortitude save or be dealt 1d4 strength damage. This gas lasts 1 round/level or until it is dispersed like a fog cloud.
Material Component: Rare Erbs and Spices worth at least 200gp
Glyph of the Storm
Abjuration[Glyph]
Level: Divine 3, Arcane 4
Components: S, M
Casting Time: 10 Minutes
Range: Touch
Target or Area: One object touched or up to 5 sq ft./level
Duration: Permanent
Saving Throw: Yes
Spell Resistance: No
Choose one of the following effects upon casting. When your set conditions are met, the Glyph activates and so does the effect.
Ice Trap:When the Glyph is triggered, all those within the selected area or are touching the warded object who are not immune by means of the selected conditions must make a fortitude save or have their movement speed cut in half for 1 hour as ice wraps around their legs preventing their joints from moving.
Poor Conditions: When the Glyph is triggered all those within the selected area or who are touching the warded object who are not immune by means of the selected conditions must make a fortitude save or be hampered by a small dust storm which only surrounds their face, causing them to be subject to a 20% miss chance for 1 minute/ 3 levels.
Material Component: A masterwork metal weapon or piece of armor which has been hit by electricity. The masterwork item must be worth at least 200gp.
Glyph of the Necromancer
Necromancy[Glyph]
Level: Divine 3, Arcane 4
Components: S, M
Casting Time: 10 Minutes
Range: Touch
Target or Area: One object touched or up to 5 sq ft./level
Duration: Permanent
Saving Throw: Yes
Spell Resistance: No
Choose one of the following effects upon casting. When your set conditions are met, the Glyph activates and so does the effect.
Wither:When the Glyph is triggered, all those within the selected area or are touching the warded object who are not immune by means of the selected conditions must make a fortitude save or have their arm turn black and wither, causing a -4 penalty to strength for 1 minute/level.
Wave of Dread: When the Glyph is triggered all those within the selected area or who are touching the warded object who are not immune by means of the selected conditions must make a Will save or be Shaken (http://www.d20srd.org/srd/conditionSummary.htm#shaken) for 1d4+ 1/level rounds.
Material Component: A piece of onyx worth 200gp.