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rdfs:label
Glyph of Warding Glyph of warding
rdfs:comment
You create a small, magical zone that can detect the passage of enemy creatures. When the field is activated, it explodes, dealng 1d8 points of divine damage per two caster levels to all creatures within the area of effect (to a maximum of 5d8). After being triggered, the glyph dissipates. Description: The caster creates a small, magical zone that can detect the passage of enemy creatures. When the field is activated, it explodes, doing 1d8 points of sonic damage per two caster levels to all creatures within the area of effect (to a maximum of 5d8). After being triggered, the glyph dissipates. Glyph of Warding is a 7th-level ritual, introduced in Dragon Magazine article Heroic Tier Rituals. [Dr405] You inscribe a glyph that works as a dangerous trap on a flat surface such as a wall, chest lid, table, or door. As you create the trap, you set the glyph’s damage type, trigger, password and/or exceptions. The trigger you set must require the trap’s target to enter the glyph’s square, pass within range of the glyph’s attack, or open or handle a warded object without speaking the password or meeting an exception. Acceptable exceptions include creature origin, creature type, physical characteristics, and named individuals. The glyph becomes nearly invisible once it is completed. If the trap is triggered or disabled, the ritual is discharged. Lesser glyph of Warding is a glyph added on with the Hearts of Stone expansion for The Witcher 3: Wild Hunt. Two are needed to craft a Greater glyph of Warding. === Crafting Requirements === Glyph of Warding is a mage spell from the Creation tree in Dragon Age: Origins. [[Category:]] Glyph of warding was an abjuration spell that stored an evocation effect in a magical inscription to prevent intrusion. Casting Time: 1 hour Range: Touch Components: V, S, M (incense and powdered diamond worth at least 200 gp, which the spell consumes) Duration: Until dispelled or triggered When you cast this spell, you inscribe a glyph that later unleashes a magical effect. You inscribe it either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. Level: Components: V, S, M Casting Time: 10 minutes Range: Touch Target or Area: Object touched or up to 5 sq. ft./level Duration: Permanent until discharged (D) Saving Throw: See text Spell Resistance: No (object) and Yes; see text Casting Time: 1 hour Range: Touch Components: V, S, M (incense and powdered diamond worth at least 200 gp, which the spell consumes) Duration: Until dispelled or triggered When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. Glyph of Warding creates a powerful, magically-drawn inscription that prohibits unauthorized individuals from entering an area or opening an item. Note: Multiple glyphs cannot be cast on same place, however, a cabinet that has multiple drawers can have each drawer secured separately.
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2
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3
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No
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Priest
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Yes
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Detect Arcana DC 16 Perception DC 20 Immune all damage, forced movement, all conditions
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40
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9
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Yes
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Negates
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3
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Yes
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3
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345600.0 Attack : Close burst 3 ; +10 vs. Reflex Miss: Half damage. Attack - Encounter Trigger: A creature enters the square containing the glyph, passes within range of the glyph’s attack, or opens or handles a warded object without speaking the password or meeting an exception.
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Object
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Yes
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Triggered Actions
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yes
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Yes
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30.0
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25
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18
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Disable: Arcana or Thievery DC 23. Failure by 5 or More: The trap is triggered.
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Countermeasures
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Activated
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sonic
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Warding
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s Medium Short 60
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Glyph of Warding - Level 8 Trap
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270
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Glyph of Warding n2:
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n63: Upgrades
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reflex 1/2 Reflex 1/2
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86400.0
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Guardian
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0.03
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75 VS
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520
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Until discharged 1 60.0 Permanent or until discharged
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Is_glyphwarding.png Spell-GlyphOfWarding icon.png is_x2glphward.gif
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Arcana or Religion
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The caster inscribes a glyph on the ground that bestows nearby allies with bonuses to defense and mental resistance as well as a bonus against missile attacks.
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large Large
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Yes
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Abjuration, Evocation Abjuration n56:
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600.0
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+2% Resistance to elemental damage
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Vendors Loot Craft
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Sonic
n10:abstract
[[Category:]] Glyph of warding was an abjuration spell that stored an evocation effect in a magical inscription to prevent intrusion. Glyph of Warding is a mage spell from the Creation tree in Dragon Age: Origins. Casting Time: 1 hour Range: Touch Components: V, S, M (incense and powdered diamond worth at least 200 gp, which the spell consumes) Duration: Until dispelled or triggered When you cast this spell, you inscribe a glyph that later unleashes a magical effect. You inscribe it either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends. You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password. When you inscribe the glyph, choose explosive runes or a spell glyph. Explosive Runes. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centred on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one. Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centred on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive rune glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding. Glyph of Warding creates a powerful, magically-drawn inscription that prohibits unauthorized individuals from entering an area or opening an item. Note: Multiple glyphs cannot be cast on same place, however, a cabinet that has multiple drawers can have each drawer secured separately. Casting Time: 1 hour Range: Touch Components: V, S, M (incense and powdered diamond worth at least 200 gp, which the spell consumes) Duration: Until dispelled or triggered When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends. You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password. When you inscribe the glyph, choose explosive runes or a spell glyph. Explosive Runes. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one. Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding. Level: Components: V, S, M Casting Time: 10 minutes Range: Touch Target or Area: Object touched or up to 5 sq. ft./level Duration: Permanent until discharged (D) Saving Throw: See text Spell Resistance: No (object) and Yes; see text Description: The caster creates a small, magical zone that can detect the passage of enemy creatures. When the field is activated, it explodes, doing 1d8 points of sonic damage per two caster levels to all creatures within the area of effect (to a maximum of 5d8). After being triggered, the glyph dissipates. Lesser glyph of Warding is a glyph added on with the Hearts of Stone expansion for The Witcher 3: Wild Hunt. Two are needed to craft a Greater glyph of Warding. === Crafting Requirements === You create a small, magical zone that can detect the passage of enemy creatures. When the field is activated, it explodes, dealng 1d8 points of divine damage per two caster levels to all creatures within the area of effect (to a maximum of 5d8). After being triggered, the glyph dissipates. Glyph of Warding is a 7th-level ritual, introduced in Dragon Magazine article Heroic Tier Rituals. [Dr405] You inscribe a glyph that works as a dangerous trap on a flat surface such as a wall, chest lid, table, or door. As you create the trap, you set the glyph’s damage type, trigger, password and/or exceptions. The trigger you set must require the trap’s target to enter the glyph’s square, pass within range of the glyph’s attack, or open or handle a warded object without speaking the password or meeting an exception. Acceptable exceptions include creature origin, creature type, physical characteristics, and named individuals. The glyph becomes nearly invisible once it is completed. If the trap is triggered or disabled, the ritual is discharged. See also Explosive Runes.
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