Wandering Glyphs (Priest Spell)

This spell is cast to include two to six different surfaces located within a 1-mile-radius sphere, all of which must be touched and outlined with burn­ing incense by the caster during the casting of the spell as in the 3rd level priest glyph of warding spell. Wandering glyphs creates two glyphs of the same type as those created by a glyph of warding spell; the glyphs have all of the properties of normal glyphs of warding save that the caster cannot trig­ger and is immune to all effects of his or her own glyphs of warding. In addition, wandering glyphs are not stationary. They can move by themselves to one of the up to six different surfaces touched during casting, though they can never both be in the same place. (If less than six spots are touched, less than six are utilized.)
The time required to cast the spell is equal to the time required to trace the areas desired to be pro­tected by the glyphs. This time is equal to 1 round for every 5 square feet of area to be protected. A caster can protect at each of up to six locations an area equal to a square the sides of which are equal to his or her level in feet. The casting cannot exceed 8 hours.
Wandering glyphs stay at specified surfaces until triggered to go to others or move about from designated surface to surface at random. Nonrandom appearance sequences and conditions are set at the time of the spell's casting and cannot later be changed. Triggered glyphs deal their usual damage to intruders activating them and are spent in so doing. A wandering glyph spell is not ended by the discharge of only one of its glyphs, and the glyphs can be commanded to keep apart during casting, so that only one ever appears in a given location. The expenditure of all glyphs in a wandering glyph spell ends the spell.
The six surfaces (often doors) set during spell-casting become “sensors” for the spell. The glyphs of warding can be called to a locale when one of the surfaces designated by the spell detects either the approach of a creature of a certain alignment; the discharge of magic in an adjacent area that is not from the caster; or the approach of any creature that does not bear a certain token, wear a certain uniform or badge, or speak a certain password.
The material components are enough incense to trace the areas to be protected, a drop of holy (or unholy) water for each location, and a black opal worth at least 250 gp. If any location to be protected exceeds 50 square feet, the locations must also be sprinkled with at least 2,000 (total) gp worth of powdered diamond.
Notes: Rare spell from the Forgotten Realms setting, recorded by Volo.
Category:Priest Spells
Category:Spells from Priest's Spell Compendium
Category:Spells