Glyph of Warding

A 3rd Level
Abjuration spell

Casting time: 1 hour

Duration: Until
dispelled or triggered

Range: Touch

Components: V, S, M
(incense and powdered diamond worth at least 200gp, which the spell consumes)

Can be learnt by: Bard, Cleric, Wizard

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’ in diameter. If you choose an object, that object must remain in its place;
if the object is moved more than 10’ 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 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’ radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity save. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failure (your choice when you create the glyph), or half as much damage on a success.
* 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.

When this spell is
cast 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 used for the glyph of warding.