|Casting Time||1 hour|
|Components||V S M (Incense, 200gp powdered diamond; consumed)|
You inscribe a glyph either upon a surface or within an object that can be closed to hide it. It 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 the spell, it ends without being triggered. You decide what triggers the glyph when you cast the spell. Once the 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, creature kind, or alignment. You can also set conditions for creatures that don't trigger the glyph.
The glyph is nearly invisible and requires a successful Investigation check to be found.
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. The sphere spreads around corners. Each creature 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 damage on a success.
- Spell Glyph: You can store a prepared spell of 3rd level or lower 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 the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the triggering creature. If the spell affects an area, the area is centered on that creature. If the spell summons hostile or harmful things, they appear as close as possible to the creature and attack it. If the spell requires concentration, it lasts for the full duration.
At Higher Levels: 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.