I don't usually play spell casters so I'm not terribly familiar with a lot of the spells in this game but I recently read Glyph of Warning and I'm wondering if I'm understanding this spell correctly because if I am it seems amazingly good. The Explosive Runes part is what I'd noticed before and its fine, a good way to set up a magic trap, but it is the Spell Glyph part that really blew my mind. You can imbue any prepared spell level 3 or less into a glyph and the spell goes off when the glyph is triggered, which could be a nearly infinite set of triggers. For example, put a glyph on a doorway, if someone enters the room and doesn't say the password it drops a Fireball on you. That is handy, better damage than the equivalent Explosive Runes usage and can hit a group of enemies if that is something you want but that isn't what caught my eye.
There are very few restrictions on what kind of spell can be put into the glyph. It just says it has to target a single creature or an area. It also doesn't say that it has to be a damaging or harmful spell so, if I'm reading this right, there isn't anything stopping you from putting buffing spells into glyphs that could be triggered in an emergency. The spell does say that the glyph expires if the object it is cast on is moved more than 10 feet from where you cast it but if you have a fixed area you need to defend (such as a wizard's tower or the party's base of operations) there seem to be very few limits on what you couldn't do. In particular, you could put Concentration spells into glyphs that would trigger on a password to buff you or your party members without using up a spell slot or needing Concentration from the spell caster at the time. You also aren't limited to spells of level 3 or less because you can upcast it to use spells of the level slot you used.
I'm envisioning an Addams Family like library with dozens of glyphs written into books. Open one book and it casts Cone of Cold, another casts Whirlwind. Open another book and it casts Haste on the reader. Another creates a Globe of Invulnerability, another Antimagic Field, another Dimension Door. What is to stop a Wizard who knows this spell from just stocking their sanctum with Glyph versions of the nastiest spells they know (or multiple copies of them since there doesn't seem to be any restriction on that either) in case of trouble? Am I missing something or is all this actually legal?
The 200 gp per casting is likely going to be the limiting factor. If money is no object, there's not much stopping you from filling your base with magical traps. Keep in mind that exposed glyphs (e.g. on a door) can still be dispelled if they're noticed. Fireball can also be a liability since it'll start fires.
Yes, it is. It's easily one of the best spells in the game.
If you have an infinite gp budget and are a monoclass wizard (for simplicity), Glyph of Warding and Demiplane can be combined to let you have every concentration wizard spell in the game on you at the same time for full duration, and you still have your real concentration open for casting offensively. Just as an example. Glyph of Warding can also store Artificer, Cleric, Druid, and Paladin spells, but Druids and Paladins don't have a way to get it on their spell lists (that I know of), limiting their utility in that regard. Bards can learn the spell, but can't put any of their spells into it. Certainly you can duck out of wizard at 15 or 17 to grab any of the other four preparation classes to get your hands on more spells to stuff into your glyph, like Bless.
All of that is much easier if you are friends with an L10+ Genielock, since that removes the need for Demiplane to have a way to have portable access to your buff-glyphs. If you have the Charisma, being an L1+ Genielock will also do it.
The 200 gp per casting is likely going to be the limiting factor. If money is no object, there's not much stopping you from filling your base with magical traps. Keep in mind that exposed glyphs (e.g. on a door) can still be dispelled if they're noticed. Fireball can also be a liability since it'll start fires.
The cost in definitely something to consider and high enough to prevent this from being infinitely abused by PCs (as it should be) but I would assume an NPC Wizard (especially something high level like an Archmage or a Lich) has more or less infinite time and money for a purpose such as this. Even for players it wouldn't be all on the Wizard, I would gladly shell out the 200 gp for the Wizard in my party to put an object that can cast Haste in my bedroom, heck if I can afford it I'll get one for every room of our house. I am looking forward to the point that he can start learning these other spells and just locking the place down. Heck, there is nothing preventing you from using one of these spells in combination with Glyph of Warding. Someone attempts to sneak in and Private Sanctum gets triggered, suddenly they can't teleport out. Guards and Wards gets triggered and what was an easy walk in turns into a deathtrap as every corridor fills with fog, all the doors lock and the stairs are webbed.
Yes, it is. It's easily one of the best spells in the game.
If you have an infinite gp budget and are a monoclass wizard (for simplicity), Glyph of Warding and Demiplane can be combined to let you have every concentration wizard spell in the game on you at the same time for full duration, and you still have your real concentration open for casting offensively. Just as an example. Glyph of Warding can also store Artificer, Cleric, Druid, and Paladin spells, but Druids and Paladins don't have a way to get it on their spell lists (that I know of), limiting their utility in that regard. Bards can learn the spell, but can't put any of their spells into it. Certainly you can duck out of wizard at 15 or 17 to grab any of the other four preparation classes to get your hands on more spells to stuff into your glyph, like Bless.
All of that is much easier if you are friends with an L10+ Genielock, since that removes the need for Demiplane to have a way to have portable access to your buff-glyphs. If you have the Charisma, being an L1+ Genielock will also do it.
The Demiplane idea is a nice trick, I wonder if a GM might argue on the Genie Warlock one though. Yes, you cast it inside your object but the object has moved since you cast it. I can that devolving into arguments that if that counts as movement then so does the rotation of the Earth and things like that.
In regards to which classes can use their spells with it, what are you referring to? It appears that Artificers, Bards, Clerics and Wizards can learn the spell so why couldn't Bards use it? If a Druid or Paladin were to multiclass into Wizard (or vice versa) would that make it work? If one of those classes put a spell into a Ring of Spell Storing and gave it to the Wizard, could the Wizard then put it into a Glyph?
You have it right. Glyph of Warding is a brilliant tool, especially for Wizards who can do a lot with it.
At low level it is costly: 200 gp per use and it takes 1 hour to cast.
If you have a Spell Gem of appropriate level you can put the glyph spell into it. It'll still take the hour to store the spell but now only requires 100 gp. Normally a spell gem overrides the DC of the stored spell, however if you use Spell Glyph option, the stored spell still uses your save DC, not the spell gem's DC (because the spell you stored in the glyph wasn't the one you stored in the gem) and now you can lay the trap as an action whenever you need to.
Creating a Glyph of Warding using Wish or the Genie Warlock's "Limited Wish" feature will take an action and without any GP cost.
A high level wizard with Demiplane can have some insane amounts of fun with this. No limit is mentioned of how small the glyph can be, only limited by how large, but let's say you could put 1 glyph in a 5 ft square surface. That means a Demiplane, factoring for the door, could hold about 43 glyphs - maximum cost of such being 43 hours of casting and 8,600 GP plus spell slots based on the levels of the glyph and stored spells. The door to a demiplane fits a Medium sized creature. So, you could dominate a person or a monster then make the Demiplane and ask them to walk in. You could see if your DM would let you make a tuning fork tuned to your demiplane so you could Plane Shift enemies. You can also just try gating into the demiplane and shove them through or, focus your traps on a variety of spells that restrain or paralyse a single target and the success of that being the trigger to set off something like a whole bunch of Disintegrate spells which they'll automatically fail to resist. Just remember to stagger them a bit to be sequential rather than simultaneous (because there's rules about that which make it pointless). Why single target rather than AoE? So if you have learned the enemy's true name you can just hop into your demiplane, cast Gate and summon them into your insane death trap - and they cannot even resist it.
Alternatively, make a "buff box" - a demiplane filled with buff spells. When you know you're about to head into a big battle - go into your demipane, get godly buffed and you're ready to turn that big bad into a piñata.
Demiplane is a must get if you want to really maximise the potential of Glyph of Warding since it basically makes them portable - casting demiplane doesn't move the demiplane around, just makes a portal to it, so the glyphs themselves aren't moved.
There's one drawback to this combo: the demiplane doorway only lasts 1 hour and it will take 1 hour to cast the Glyph of Warding and there is six seconds between opening that door to you starting the glyph, meaning the doorway is going to close on you six seconds before you can complete the casting of the glyph. If you have a means of interplanar travel like plane shift or gate this isn't a problem. If you don't you are well beyond screwed. Spell Gems and Wish and similar can resolve this - but then you're limited to making one glyph per day at best. Making this combo therefore takes a lot to set up and it is mostly a one-and-done deal. But this is what makes it "incredibly useful" instead of "utterly gamebreaking". Especially since there is absolutely nothing to stop the DM from just having a Big Bad be a spellcaster doing the exact same thing.
GoW has many uses. I particularly like 'escape routes' so you could make a secret exit-only one-time use door but having glyphs inside and outside: the inside one with Passwall and the outside one with a 5th level Dispel Magic with the triggers being passwords. Yes, I count targeting a wall's surface under "targeting an area". Another escape route might be a series of pipes leading into a secret room - the glyph storing Gaseous Form to let you be able to traverse those pipes. I like things like that.
It's an absolutely brilliant spell for creating all sorts of magical and fancy things from traps to buffs or for utility.
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Because it can't travel and has a high cost it has a very limited application. In most cases your party will be journeying to the BBEG, rather than defending a location. Sure demi plane could work, but that's an 8th level spell and only a couple of classes get it.
Moving a genie's lamp doesn't move the plane, it moves the entrance to that plane. The inside of the lamp isn't in the lamp, just like the inside of a bag of holding isn't in the bag (in fact, a warforged artificer can use a bag of holding for this without worrying about running out of air; demiplanes and lamps have infinite air).
The Bard knows spells, and spell glyphs can only store prepared spells - Bards can't prepare any spells, so they can't put any into a spell glyph. I listed for you which classes can prepare spells, making them capable of putting spells into a spell glyph. This means a bard/paladin could learn glyph (as a bard spell), then store paladin spells in it (since they'd be prepared).
Moving a genie's lamp doesn't move the plane, it moves the entrance to that plane. The inside of the lamp isn't in the lamp, just like the inside of a bag of holding isn't in the bag (in fact, a warforged artificer can use a bag of holding for this without worrying about running out of air; demiplanes and lamps have infinite air).
The Bard knows spells, and spell glyphs can only store prepared spells - Bards can't prepare any spells, so they can't put any into a spell glyph. I listed for you which classes can prepare spells, making them capable of putting spells into a spell glyph. This means a bard/paladin could learn glyph (as a bard spell), then store paladin spells in it (since they'd be prepared).
That isn't quite what the book says about the Genie Warlock's Vessel though, it specifically says that you enter the vessel and the interior of the vessel is an extradimensional space. It says you can hear what is happening around the vessel as if you were in its space and are kicked out if the vessel is destroyed. To me, that sounds like you are inside the vessel which wouldn't work if the vessel gets moved but maybe there is a ruling about this I am unaware of.
I never noticed that about Bards (I mentioned that I don't usually play spellcasters), it seems very odd that they would get this spell if they can only use it with the Explosive Runes or if they multi-class.
If you have a Spell Gem of appropriate level you can put the glyph spell into it. It'll still take the hour to store the spell but now only requires 100 gp. Normally a spell gem overrides the DC of the stored spell, however if you use Spell Glyph option, the stored spell still uses your save DC, not the spell gem's DC (because the spell you stored in the glyph wasn't the one you stored in the gem) and now you can lay the trap as an action whenever you need to.
GoW has many uses. I particularly like 'escape routes' so you could make a secret exit-only one-time use door but having glyphs inside and outside: the inside one with Passwall and the outside one with a 5th level Dispel Magic with the triggers being passwords. Yes, I count targeting a wall's surface under "targeting an area". Another escape route might be a series of pipes leading into a secret room - the glyph storing Gaseous Form to let you be able to traverse those pipes. I like things like that.
So with the Spell Gem method, you would still need a gem of a higher level if you wanted to put a higher level spell into it, right? So if you wanted to put Chain Lighting, for example, into a Spell Gem using Glyph of Warding you would need a gem capable of holding a level 6 spell not a level 3?
The extent to which you could craft almost inescapable traps from even low level spells or items seems to be huge. I'm thinking of one that casts Darkness so most characters won't be able to see future glyphs then they could stumble into a glyph that causes a Bag of Holding to fall into a Portable Hole and sucks them into the Astral Plane without them ever knowing what happened. I agree this falls into the "extremely useful" not "broken" category in the hands of players but a cruel DM could easily kill off their players with very little recourse using this.
Keep in mind that it isn't just generic gold that you need to cast the spell. You specifically need 200 gp of incense and powdered diamond. The availability of material components can differ wildly between campaigns. A DM can use this as a safety valve against abuse, or simply as a way to further verisimilitude in their world.
Keep in mind that it isn't just generic gold that you need to cast the spell. You specifically need 200 gp of incense and powdered diamond. The availability of material components can differ wildly between campaigns. A DM can use this as a safety valve against abuse, or simply as a way to further verisimilitude in their world.
You could but I always dislike hamstringing characters with things like this (yes, you got that cool gun you've been wanting since the game started but unfortunately this shop doesn't sell any ammo for it. No, none of the other shops on the station have the right ammo either). You could also have arguments about much powdered diamond it takes to be worth 200 gp, what does it take to crush a diamond to powder one yourself, and things like that. I usually just handwave it that if you've got 200 gp you can get the ingredients you need.
Keep in mind that it isn't just generic gold that you need to cast the spell. You specifically need 200 gp of incense and powdered diamond. The availability of material components can differ wildly between campaigns. A DM can use this as a safety valve against abuse, or simply as a way to further verisimilitude in their world.
You could but I always dislike hamstringing characters with things like this (yes, you got that cool gun you've been wanting since the game started but unfortunately this shop doesn't sell any ammo for it. No, none of the other shops on the station have the right ammo either). You could also have arguments about much powdered diamond it takes to be worth 200 gp, what does it take to crush a diamond to powder one yourself, and things like that. I usually just handwave it that if you've got 200 gp you can get the ingredients you need.
Some powdered diamond occurs naturally and others is just raw low-grade diamond crushed and cut into powder. While diamonds are particularly resistant to chipping and scratching they can be crushed easily by a hammer if you hit at the right angle. A strength (for force) or dex (for aiming for the best angle) check with Jeweller's Kit proficiency might be called. Since powdering diamond us easier with low-grade, smaller, diamonds rather than high-quality, larger, diamonds it's easier to come by than a solid diamond. Powdered diamond is also used in a slurry in to cut and shape diamond (and doing so creates more powdered diamond) used for industrial purposes. Finding 200 gp of powdered diamond should actually be easier to obtain than a 200 gp single diamond.
There's also the fabricate spell.
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I definitely agree that you shouldn't completely hamstring your players, but I also think its important not to completely trivialize this aspect of the spell. You shouldn't be able to find an unlimited supply of diamonds on every vendor in the world. Are you in the capital city of a high magic campaign? Yea, it should probably be fairly easy to find a large quantity of diamonds for your needs. Are you in a frigid outpost in a low magic campaign? I would imagine that components like this might be a bit more difficult to get your hands on, even if you have the gold for it.
Even in a high magic campaign - access to unlimited diamonds is a bit of a hard sell.
I used this spell to cast cast all my buffs on objects inside a Portable Hole and then just jump in the Portable Hole whenever i need the buffs.
RAW this works perfectly fine without breaking any rules and my DM doesn't mind since it's a hefty cost to activate all these buffs and he knows i can't spam this combo anytime i want.
I used this spell to cast cast all my buffs on objects inside a Portable Hole and then just jump in the Portable Hole whenever i need the buffs.
RAW this works perfectly fine without breaking any rules and my DM doesn't mind since it's a hefty cost to activate all these buffs and he knows i can't spam this combo anytime i want.
Glyph of Warding takes an hour to cast and Bags of Holding explicitly only contain up to 10 minutes of air for a normal breather, so you either need to be able to hold your breath for 50 minutes while casting a spell with a V component (hope you don't need any H, M, or N sounds, for example) or to avoid breathing entirely. Most casters can't easily manage this without expending an additional resource.
Glyph of Warding takes an hour to cast and Bags of Holding explicitly only contain up to 10 minutes of air for a normal breather, so you either need to be able to hold your breath for 50 minutes while casting a spell with a V component (hope you don't need any H, M, or N sounds, for example) or to avoid breathing entirely. Most casters can't easily manage this without expending an additional resource.
He said Portable Hole though, that has no such restriction while being open (same 10 minutes if closed).
Glyph of warding is awesome for long-cast buff spells and concentration buff spells, in particular Protection from Evil and Good and Conjure Elemental (the second one requires upcasting the glyph).
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I don't usually play spell casters so I'm not terribly familiar with a lot of the spells in this game but I recently read Glyph of Warning and I'm wondering if I'm understanding this spell correctly because if I am it seems amazingly good. The Explosive Runes part is what I'd noticed before and its fine, a good way to set up a magic trap, but it is the Spell Glyph part that really blew my mind. You can imbue any prepared spell level 3 or less into a glyph and the spell goes off when the glyph is triggered, which could be a nearly infinite set of triggers. For example, put a glyph on a doorway, if someone enters the room and doesn't say the password it drops a Fireball on you. That is handy, better damage than the equivalent Explosive Runes usage and can hit a group of enemies if that is something you want but that isn't what caught my eye.
There are very few restrictions on what kind of spell can be put into the glyph. It just says it has to target a single creature or an area. It also doesn't say that it has to be a damaging or harmful spell so, if I'm reading this right, there isn't anything stopping you from putting buffing spells into glyphs that could be triggered in an emergency. The spell does say that the glyph expires if the object it is cast on is moved more than 10 feet from where you cast it but if you have a fixed area you need to defend (such as a wizard's tower or the party's base of operations) there seem to be very few limits on what you couldn't do. In particular, you could put Concentration spells into glyphs that would trigger on a password to buff you or your party members without using up a spell slot or needing Concentration from the spell caster at the time. You also aren't limited to spells of level 3 or less because you can upcast it to use spells of the level slot you used.
I'm envisioning an Addams Family like library with dozens of glyphs written into books. Open one book and it casts Cone of Cold, another casts Whirlwind. Open another book and it casts Haste on the reader. Another creates a Globe of Invulnerability, another Antimagic Field, another Dimension Door. What is to stop a Wizard who knows this spell from just stocking their sanctum with Glyph versions of the nastiest spells they know (or multiple copies of them since there doesn't seem to be any restriction on that either) in case of trouble? Am I missing something or is all this actually legal?
The 200 gp per casting is likely going to be the limiting factor. If money is no object, there's not much stopping you from filling your base with magical traps. Keep in mind that exposed glyphs (e.g. on a door) can still be dispelled if they're noticed. Fireball can also be a liability since it'll start fires.
Higher level wizards interested in setting up a base will likely also use Guards and Wards, Private Sanctum and possibly Teleportation Circle if they have a lot of money.
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Yes, it is. It's easily one of the best spells in the game.
If you have an infinite gp budget and are a monoclass wizard (for simplicity), Glyph of Warding and Demiplane can be combined to let you have every concentration wizard spell in the game on you at the same time for full duration, and you still have your real concentration open for casting offensively. Just as an example. Glyph of Warding can also store Artificer, Cleric, Druid, and Paladin spells, but Druids and Paladins don't have a way to get it on their spell lists (that I know of), limiting their utility in that regard. Bards can learn the spell, but can't put any of their spells into it. Certainly you can duck out of wizard at 15 or 17 to grab any of the other four preparation classes to get your hands on more spells to stuff into your glyph, like Bless.
All of that is much easier if you are friends with an L10+ Genielock, since that removes the need for Demiplane to have a way to have portable access to your buff-glyphs. If you have the Charisma, being an L1+ Genielock will also do it.
The cost in definitely something to consider and high enough to prevent this from being infinitely abused by PCs (as it should be) but I would assume an NPC Wizard (especially something high level like an Archmage or a Lich) has more or less infinite time and money for a purpose such as this. Even for players it wouldn't be all on the Wizard, I would gladly shell out the 200 gp for the Wizard in my party to put an object that can cast Haste in my bedroom, heck if I can afford it I'll get one for every room of our house. I am looking forward to the point that he can start learning these other spells and just locking the place down. Heck, there is nothing preventing you from using one of these spells in combination with Glyph of Warding. Someone attempts to sneak in and Private Sanctum gets triggered, suddenly they can't teleport out. Guards and Wards gets triggered and what was an easy walk in turns into a deathtrap as every corridor fills with fog, all the doors lock and the stairs are webbed.
The Demiplane idea is a nice trick, I wonder if a GM might argue on the Genie Warlock one though. Yes, you cast it inside your object but the object has moved since you cast it. I can that devolving into arguments that if that counts as movement then so does the rotation of the Earth and things like that.
In regards to which classes can use their spells with it, what are you referring to? It appears that Artificers, Bards, Clerics and Wizards can learn the spell so why couldn't Bards use it? If a Druid or Paladin were to multiclass into Wizard (or vice versa) would that make it work? If one of those classes put a spell into a Ring of Spell Storing and gave it to the Wizard, could the Wizard then put it into a Glyph?
You have it right. Glyph of Warding is a brilliant tool, especially for Wizards who can do a lot with it.
At low level it is costly: 200 gp per use and it takes 1 hour to cast.
If you have a Spell Gem of appropriate level you can put the glyph spell into it. It'll still take the hour to store the spell but now only requires 100 gp. Normally a spell gem overrides the DC of the stored spell, however if you use Spell Glyph option, the stored spell still uses your save DC, not the spell gem's DC (because the spell you stored in the glyph wasn't the one you stored in the gem) and now you can lay the trap as an action whenever you need to.
Creating a Glyph of Warding using Wish or the Genie Warlock's "Limited Wish" feature will take an action and without any GP cost.
A high level wizard with Demiplane can have some insane amounts of fun with this. No limit is mentioned of how small the glyph can be, only limited by how large, but let's say you could put 1 glyph in a 5 ft square surface. That means a Demiplane, factoring for the door, could hold about 43 glyphs - maximum cost of such being 43 hours of casting and 8,600 GP plus spell slots based on the levels of the glyph and stored spells. The door to a demiplane fits a Medium sized creature. So, you could dominate a person or a monster then make the Demiplane and ask them to walk in. You could see if your DM would let you make a tuning fork tuned to your demiplane so you could Plane Shift enemies. You can also just try gating into the demiplane and shove them through or, focus your traps on a variety of spells that restrain or paralyse a single target and the success of that being the trigger to set off something like a whole bunch of Disintegrate spells which they'll automatically fail to resist. Just remember to stagger them a bit to be sequential rather than simultaneous (because there's rules about that which make it pointless). Why single target rather than AoE? So if you have learned the enemy's true name you can just hop into your demiplane, cast Gate and summon them into your insane death trap - and they cannot even resist it.
Alternatively, make a "buff box" - a demiplane filled with buff spells. When you know you're about to head into a big battle - go into your demipane, get godly buffed and you're ready to turn that big bad into a piñata.
Demiplane is a must get if you want to really maximise the potential of Glyph of Warding since it basically makes them portable - casting demiplane doesn't move the demiplane around, just makes a portal to it, so the glyphs themselves aren't moved.
There's one drawback to this combo: the demiplane doorway only lasts 1 hour and it will take 1 hour to cast the Glyph of Warding and there is six seconds between opening that door to you starting the glyph, meaning the doorway is going to close on you six seconds before you can complete the casting of the glyph. If you have a means of interplanar travel like plane shift or gate this isn't a problem. If you don't you are well beyond screwed. Spell Gems and Wish and similar can resolve this - but then you're limited to making one glyph per day at best. Making this combo therefore takes a lot to set up and it is mostly a one-and-done deal. But this is what makes it "incredibly useful" instead of "utterly gamebreaking". Especially since there is absolutely nothing to stop the DM from just having a Big Bad be a spellcaster doing the exact same thing.
GoW has many uses. I particularly like 'escape routes' so you could make a secret exit-only one-time use door but having glyphs inside and outside: the inside one with Passwall and the outside one with a 5th level Dispel Magic with the triggers being passwords. Yes, I count targeting a wall's surface under "targeting an area". Another escape route might be a series of pipes leading into a secret room - the glyph storing Gaseous Form to let you be able to traverse those pipes. I like things like that.
It's an absolutely brilliant spell for creating all sorts of magical and fancy things from traps to buffs or for utility.
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Because it can't travel and has a high cost it has a very limited application. In most cases your party will be journeying to the BBEG, rather than defending a location. Sure demi plane could work, but that's an 8th level spell and only a couple of classes get it.
Moving a genie's lamp doesn't move the plane, it moves the entrance to that plane. The inside of the lamp isn't in the lamp, just like the inside of a bag of holding isn't in the bag (in fact, a warforged artificer can use a bag of holding for this without worrying about running out of air; demiplanes and lamps have infinite air).
The Bard knows spells, and spell glyphs can only store prepared spells - Bards can't prepare any spells, so they can't put any into a spell glyph. I listed for you which classes can prepare spells, making them capable of putting spells into a spell glyph. This means a bard/paladin could learn glyph (as a bard spell), then store paladin spells in it (since they'd be prepared).
That isn't quite what the book says about the Genie Warlock's Vessel though, it specifically says that you enter the vessel and the interior of the vessel is an extradimensional space. It says you can hear what is happening around the vessel as if you were in its space and are kicked out if the vessel is destroyed. To me, that sounds like you are inside the vessel which wouldn't work if the vessel gets moved but maybe there is a ruling about this I am unaware of.
I never noticed that about Bards (I mentioned that I don't usually play spellcasters), it seems very odd that they would get this spell if they can only use it with the Explosive Runes or if they multi-class.
So with the Spell Gem method, you would still need a gem of a higher level if you wanted to put a higher level spell into it, right? So if you wanted to put Chain Lighting, for example, into a Spell Gem using Glyph of Warding you would need a gem capable of holding a level 6 spell not a level 3?
The extent to which you could craft almost inescapable traps from even low level spells or items seems to be huge. I'm thinking of one that casts Darkness so most characters won't be able to see future glyphs then they could stumble into a glyph that causes a Bag of Holding to fall into a Portable Hole and sucks them into the Astral Plane without them ever knowing what happened. I agree this falls into the "extremely useful" not "broken" category in the hands of players but a cruel DM could easily kill off their players with very little recourse using this.
Keep in mind that it isn't just generic gold that you need to cast the spell. You specifically need 200 gp of incense and powdered diamond. The availability of material components can differ wildly between campaigns. A DM can use this as a safety valve against abuse, or simply as a way to further verisimilitude in their world.
You could but I always dislike hamstringing characters with things like this (yes, you got that cool gun you've been wanting since the game started but unfortunately this shop doesn't sell any ammo for it. No, none of the other shops on the station have the right ammo either). You could also have arguments about much powdered diamond it takes to be worth 200 gp, what does it take to crush a diamond to powder one yourself, and things like that. I usually just handwave it that if you've got 200 gp you can get the ingredients you need.
Some powdered diamond occurs naturally and others is just raw low-grade diamond crushed and cut into powder. While diamonds are particularly resistant to chipping and scratching they can be crushed easily by a hammer if you hit at the right angle. A strength (for force) or dex (for aiming for the best angle) check with Jeweller's Kit proficiency might be called. Since powdering diamond us easier with low-grade, smaller, diamonds rather than high-quality, larger, diamonds it's easier to come by than a solid diamond. Powdered diamond is also used in a slurry in to cut and shape diamond (and doing so creates more powdered diamond) used for industrial purposes. Finding 200 gp of powdered diamond should actually be easier to obtain than a 200 gp single diamond.
There's also the fabricate spell.
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I definitely agree that you shouldn't completely hamstring your players, but I also think its important not to completely trivialize this aspect of the spell. You shouldn't be able to find an unlimited supply of diamonds on every vendor in the world. Are you in the capital city of a high magic campaign? Yea, it should probably be fairly easy to find a large quantity of diamonds for your needs. Are you in a frigid outpost in a low magic campaign? I would imagine that components like this might be a bit more difficult to get your hands on, even if you have the gold for it.
Even in a high magic campaign - access to unlimited diamonds is a bit of a hard sell.
You don't need Demiplane for this to work lol.
I used this spell to cast cast all my buffs on objects inside a Portable Hole and then just jump in the Portable Hole whenever i need the buffs.
RAW this works perfectly fine without breaking any rules and my DM doesn't mind since it's a hefty cost to activate all these buffs and he knows i can't spam this combo anytime i want.
Glyph of Warding takes an hour to cast and Bags of Holding explicitly only contain up to 10 minutes of air for a normal breather, so you either need to be able to hold your breath for 50 minutes while casting a spell with a V component (hope you don't need any H, M, or N sounds, for example) or to avoid breathing entirely. Most casters can't easily manage this without expending an additional resource.
Holding your breath is hard to do when you are doing verbal components.
He said Portable Hole though, that has no such restriction while being open (same 10 minutes if closed).
Lmao thanks for reiterating Thezzaruz! ANY caster could effectively use this technique in Portable Hole
Don't know what Kothat is talking about lol the words "bag of holding" were never used in my original post.
I said Portable Hole not Bag of Holding so your argument is invalid and irrelevant.
Glyph of warding is awesome for long-cast buff spells and concentration buff spells, in particular Protection from Evil and Good and Conjure Elemental (the second one requires upcasting the glyph).