Glyph of Warding


Skills, Feats, Equipment & Spells


Glyph of Warding seems to be quite a usefuly spell. Page 227

1) You can heighten it to any level and use it to include just about any spell with a suitably vague 'hostile' effect. Fireball, Shocking Grasp, Heal (hostile to undead) seem obvious choices.

2) Duration is unlimited so the normal rule about long duration spell page 197 does not apply. The number of glyphs is capped at your spell casting modfier so typically 4+. It basically seems to be a way of preparing some extra spells.

3)The triggering seems suitable to put an a glass vial and throw it at a target which could be an enemy, an ally or the ground. That target will then break the container by impact and activate the spell.

Most other versions of Glyph of Warding don't allow for this sort of abuse but here the wording seems open enough to my mind to allow it. How do other people read this spell?

While Casting this Spell, you also Cast a Spell of a lower spell level
to stored in the glyph. The stored spell must take 3 actions or
fewer to cast, have a hostile effect, and target one creature or have
an area. You can set the glyph with a password, a trigger stimulus,
or both. Any creature that opens the target container or enters the
target area without speaking the password or matching the trigger
stimulus activates the glyph, releasing the harmful spell within.
Once a spell is stored in the glyph, the glyph gains all the traits
of that spell. If the spell targets one or more creatures, it targets the
creature that set off the glyph. If the spell has an area, that area is
centered on the creature that set off the glyph. Glyph of warding’s
duration ends when the glyph is triggered. The glyph counts as a
magical trap, using your spell DC for both the Perception check to
notice it and the Thievery check to disable it; both checks require
the creature attempting them to be trained in order to succeed.
You can dismiss glyph of warding with a Verbal Casting action.
The maximum number of glyphs of warding you can have active at
a time is equal to your spellcasting ability modifier.


If you use it on a container (vial), it will only trigger at the moment a creature opens it. I would personally rule that throwing/smashing it breaks the container, and the glyph, and does not simply 'open' the container.

That said, I could see uncorking a vial with a Glyph'd Lightning Bolt to shoot it out (it isn't clear how a line from a point works? I would call that an area, but having it 'centre' on the person opening it seems weird, and also leaves room for rotation). If you're fire immune, having five buttoned pockets on your coat with a Glyph'd fireball for immediate point-blank bombs sounds cool.

I hope this isn't patched out. Intentional glyph bombing is a neat as hell idea.


Lyee wrote:


That said, I could see uncorking a vial with a Glyph'd Lightning Bolt to shoot it out (it isn't clear how a line from a point works? I would call that an area, but having it 'centre' on the person opening it seems weird, and also leaves room for rotation). If you're fire immune, having five buttoned pockets on your coat with a Glyph'd fireball for immediate point-blank bombs sounds cool.

I hope this isn't patched out. Intentional glyph bombing is a neat as hell idea.

I don't think anyone can reasonably say that deliberately opening a container yourself wouldn't work. Other trigger options might work, but GMs are going to give different rulings.

I'm quite fond of the concept of anti-vampire devices loaded up with a heal spell

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