Gylph of Warding - what can you do with it?


Rules Discussion

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Gortle wrote:
HumbleGamer wrote:
Castilliano wrote:
If Glyphs become a central focus of party tactics, that seems like a good indicator one's interpretation is too powerful/too lenient.

That's my interpretation too, but same can be said about different spells, like longstrider, wall of stone, and similar spells now used as they were gimmicks.

I don't think that it does become a central focus. Its never going to be a top level spell slot. It does require some setup and cordination. It won't suit every situation. Not every enemy is going to be susceptable to a bribe, nor will they want the same thing. Its always going to be a possibility though.

I don't see how this does change what has been said about exploiting something in a proper way could result too powerful and, because so, clearly not intended.

What I mean to say is that "requiring coordinations and being able to trick the enemy" is not a mean to justify something which, at some tables, might result way too good, and because so exploited over and over like currently many exploits either longstriders wands and walls of stone.

Gortle wrote:


HumbleGamer wrote:


Luckily, the spell doesn't have a heightened version.
You can always heighten spells. So this is just not true.

I just missed that part of rule then.

Didn't look at the whole spell list, but apart from this one I couldn't remember any spell without the heightened trait worth to be improved because of what said in the text.


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HumbleGamer wrote:

Didn't look at the whole spell list, but apart from this one I couldn't remember any spell without the heightened trait worth to be improved because of what said in the text.

Remove Curse/Paralysis/Disease/Poison, Dispel Magic, Globe of Invulnerability, Spell Immunity, True Seeing, Dancing Light, etc... There are tons of spells without heightened special effects that really need to be heightened.


SuperBidi wrote:
HumbleGamer wrote:

Didn't look at the whole spell list, but apart from this one I couldn't remember any spell without the heightened trait worth to be improved because of what said in the text.

Remove Curse/Paralysis/Disease/Poison, Dispel Magic, Globe of Invulnerability, Spell Immunity, True Seeing, Dancing Light, etc... There are tons of spells without heightened special effects that really need to be heightened.

I swear, I was pretty sure I added "apart from counteract effect spells", but I was mistaken. My bad.


HumbleGamer wrote:
Gortle wrote:
HumbleGamer wrote:
Castilliano wrote:
If Glyphs become a central focus of party tactics, that seems like a good indicator one's interpretation is too powerful/too lenient.

That's my interpretation too, but same can be said about different spells, like longstrider, wall of stone, and similar spells now used as they were gimmicks.

I don't think that it does become a central focus. Its never going to be a top level spell slot. It does require some setup and cordination. It won't suit every situation. Not every enemy is going to be susceptable to a bribe, nor will they want the same thing. Its always going to be a possibility though.

I don't see how this does change what has been said about exploiting something in a proper way could result too powerful and, because so, clearly not intended.

Clearly intended or not is not something that a diverse group will not get good agreement on.

Likewise whether something is an exploit or not.

HumbleGamer wrote:


What I mean to say is that "requiring coordinations and being able to trick the enemy" is not a mean to justify something which, at some tables, might result way too good, and because so exploited over and over like currently many exploits either longstriders wands and walls of stone.

I don't see a wand of longstrider as being an exploit. Just a tactic that may be overused. Paizo have cut down on the number of spells of this type. But there are others like a wand of false life, wand of dark vision. Eventually you run into item limits.

Wall of Stone maybe is an exploit but honestly it suffers from the same problem as Glyph of Warding. That is - it is written in far too open a manner so some players and GMs are going to have it be far too effective and others are going to nerf it a lot as a reaction to this. As a GM I have to make a ruling I can live with it, I try to find a middle ground so it still has good tactical value.

But really I want Paizo to be crystal clear and make that judgement call for me. Preferable one that isn't too overpowered or too useless. I still want to see that players want to use it as a tactic.


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HumbleGamer wrote:
SuperBidi wrote:
HumbleGamer wrote:

Didn't look at the whole spell list, but apart from this one I couldn't remember any spell without the heightened trait worth to be improved because of what said in the text.

Remove Curse/Paralysis/Disease/Poison, Dispel Magic, Globe of Invulnerability, Spell Immunity, True Seeing, Dancing Light, etc... There are tons of spells without heightened special effects that really need to be heightened.

I swear, I was pretty sure I added "apart from counteract effect spells", but I was mistaken. My bad.

It's rare, but not unheard of. Freedom of Movement for a famous one, you have Umbral Extraction also, Darkness and Light spells interaction is solely based on level and you have spells like Magic's Vessel that interact with spells cast based on their levels. From the one I know and find easily.


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Gortle wrote:


But there are others like a wand of false life, wand of dark vision. Eventually you run into item limits.

With wands you won't. Wands aren't invested.

Unless you meant something else?

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