Yea that's not going to work, as per the text of Glyph of Warding, sorry.
If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.
Well it could work if you could entice the BBEG to come to your home/lair and trigger the traps you've prepared for it but then you aren't limited to putting them in one book, you could just as well fill the walls, floor or anything and everything with the glyphs.
Yea that's not going to work, as per the text of Glyph of Warding, sorry.
Sorry, i forgot to mentionen to create it in a bag of holding, to work around the movement penalty.
Don't go assuming that your DM will allow a bag of holding to bypass that penalty. I certainly wouldn't. I'm my games those glyphs would break as soon as they were removed from the bag.
You appear to be looking for a way to make your character just as powerful as 4 characters working together. There should not be a way to do that. A party is supposed to be a party.
You appear to be looking for a way to make your character just as powerful as 4 characters working together. There should not be a way to do that. A party is supposed to be a party.
Yes, but not me as a player but the PC. He would go any length to achieve his goal. He is secretly redistributing gold and diamonds to this plan from the group funds. And the hole "adventurer" life is only to get his revenge. the group never insight checked him, or questioned the motivaten behind his will to "get stronger". As long as that stays the way it is, he has no reason not to use every tool he has. I personally don't like hardcore meta gaming, but on the other hand, the PC would know how his spells work, even if it would take some kind of failed experiments. That way i as a player will not ask my DM if he will allow it, my PC will try it, and then will know if its possible.
I want to create a narrative that may work or fail, but have that moment when his friends realize what he did behind their backs to make it happen.
If someone wants to help with my questions, it would be much abliged
You appear to be looking for a way to make your character just as powerful as 4 characters working together. There should not be a way to do that. A party is supposed to be a party.
Yes, but not me as a player but the PC. He would go any length to achieve his goal. He is secretly redistributing gold and diamonds to this plan from the group funds. And the hole "adventurer" life is only to get his revenge. the group never insight checked him, or questioned the motivaten behind his will to "get stronger". As long as that stays the way it is, he has no reason not to use every tool he has. I personally don't like hardcore meta gaming, but on the other hand, the PC would know how his spells work, even if it would take some kind of failed experiments. That way i as a player will not ask my DM if he will allow it, my PC will try it, and then will know if its possible.
I want to create a narrative that may work or fail, but have that moment when his friends realize what he did behind their backs to make it happen.
I would strongly advise against trying to create this narrative on your own, without even the DM's cooperation, let alone the other players around the table. If you as a player turn up to an encounter with a bag full of glyphs and expect the DM to make a call in the moment, you are putting a huge amount of pressure on that DM. There is no need to surprise your DM with this.
It is not metagaming to ask your DM ahead of time about how a mechanic will work which you will later rely on in game. Quite the opposite. It is metagaming to try and trap your DM into accepting this tactic at the table.
Trust that your DM actually wants to create an enjoyable story for you and with you. Bring them into the plan and hopefully they will find a way to make it work for everyone to enjoy. The other players should not need to "insight check" you in order to assume you will play cooperatively - that is the default assumption of all parties. If there is any hint of your character wanting to act against the will of the rest of the party then you should really run that past the DM to help run the situation smoothly for all involved.
Combining Magical Effects: The effects of different spells add together while the durations of those spells overlap. The effects of the same spell cast multiple times don’t combine, however. Instead, the most potent effect—such as the highest bonus—from those castings applies while their durations overlap. Or the most recent effect applies if the castings are equally potent and their durations overlap. For example, if two clerics cast bless on the same target, that character gains the spell’s benefit only once; he or she doesn’t get to roll two bonus dice.
What level are you? If you're 17th level or higher as a Cleric this becomes a viable option.
So as others have said the glyph deactivates it if you move it 10 ft. This includes passing through a dimensional barrier, like Bag of Holding, etc. Now if you're 17+ Cleric this isn't a problem in the slightest. All you need is to have met them and know their name and be willing to spend about 5,500 gp to get the components you need (a 5k diamond and two tuning forks attuned to the Material Plane and another plane of existence, worth 250 gp each. Perhaps your Divine Intervention could help. Plus 200 gp per casting of GoW.
Go to a different plane than the one the enemy most occupies. As a Cleric you do get Plane Shift and you can move to other planes - but you need the tuning fork to the other plane and one for coming back to the Material Plane (although Word of Recall can be one way to get home without one).
Find a secure place on the other plane. Set all your glyphs there. There's a bunch you can use and they can take a very small amount of space - the equivalent of a page in a book (and possibly less, technically no lower limit is actually defined). You could spend a long time setting traps. Might be worth to make combos like Hold Person and some effect requiring dex/str saves (since being paralysed means autofailing those). You can set a sequence (dispel magic to remove protections, then hold person, then a bunch of Fire Storms or something). You're mostly only limited by the spells , spell slots and gold. Might be worth trying some that buff you and your allies too.
Once you've made all the ones you want... Use Gate. This spell, at 9th level, is a good contender for 2nd most powerful in the game (under Wish, of course) and it is the most powerful a Cleric has access to. Why? Because if you know the name of the enemy you can just summon them. Just like that. No saves. They're summoned whether they like it or not. And you can be specific where they appear. Which can, indeed, be right smack centre of your trap. There's a size limitation that they have to still fit through the 20 ft wide portal, but very few things can't be.
Why bring glyphs to the enemy, when you can bring the enemy to the glyphs?
--
A lower level method might be using a portable hole - and tricking the enemy to fall into it somehow. A lot harder to pull off, really, but can be done much lower level and less costly.
Happy, um, glyphing?
Now it's a big combo that will take a lot of time, a lot of adventuring, possibly, to get components and it will take a lot of gold. But it's the type of
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Combining Magical Effects: The effects of different spells add together while the durations of those spells overlap. The effects of the same spell cast multiple times don’t combine, however. Instead, the most potent effect—such as the highest bonus—from those castings applies while their durations overlap. Or the most recent effect applies if the castings are equally potent and their durations overlap. For example, if two clerics cast bless on the same target, that character gains the spell’s benefit only once; he or she doesn’t get to roll two bonus dice.
This is only relevant to the "explosive" option.
It doesn't apply to "stored spell" option, because in those cases the glyph is not the spell affecting the target, the stored spell is and with multiple glyphs you can store multiple different spells.
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It doesn't apply to "stored spell" option, because in those cases the glyph is not the spell affecting the target, the stored spell is and with multiple glyphs you can store multiple different spells.
It's relevant to the Glyph of Warding spell entirely, whatever its effect. The effects of the Glyph of Warding spell cast multiple times don’t combine. Instead, the most potent effect from those castings applies while their durations overlap. Or the most recent effect applies if the castings are equally potent and their durations overlap.
This rule was expressely designed to prevent a target from being subject to multiple same named game elements simultaneously. It was also errata to not just include spells but features and other effects. Trying to cast it multiple time on the same object so a target is subject to multiple Glyph of Warding simultaneously is striclty against the rules.
Sorry, i forgot to mentionen to create it in a bag of holding, to work around the movement penalty.
Casting Glyph of Warding in an extradimensional space would automatically broke once it leaves it, being moved more than 10 feet from where it was cast.
Yea that's not going to work, as per the text of Glyph of Warding, sorry.
Sorry, i forgot to mentionen to create it in a bag of holding, to work around the movement penalty.
Casting Glyph of Warding would take an hour...inside of a bag of holding.
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“Travel is fatal to prejudice, bigotry, and narrow-mindedness, and many of our people need it sorely on these accounts. Broad, wholesome, charitable views of men and things cannot be acquired by vegetating in one little corner of the earth all one's lifetime.” - Mark Twain - Innocents Abroad
Hey Guys!
My Cleric's final goal is to beat his personal bbeg. Even so he has friends, i wanted him to try to do it alone, if possible.
So my plan is, to let him create a book with dozens of glyphs of warding that activate after handing it to the bbeg.
the inscribed spells will be most likely guiding bolts, due to the fact that his bbeg is immune to most other damage types he usually uses.
are there better spells / spell cominations / setups you know of?
what trigger would be best to assure the trap doesn't spring accidentally when someone else gets hands on the book?
are there other problems / failsaves that should be taken into considderation?
thanks for your thoughts!
best regards
Yea that's not going to work, as per the text of Glyph of Warding, sorry.
Well it could work if you could entice the BBEG to come to your home/lair and trigger the traps you've prepared for it but then you aren't limited to putting them in one book, you could just as well fill the walls, floor or anything and everything with the glyphs.
Sorry, i forgot to mentionen to create it in a bag of holding, to work around the movement penalty.
Don't go assuming that your DM will allow a bag of holding to bypass that penalty. I certainly wouldn't. I'm my games those glyphs would break as soon as they were removed from the bag.
You appear to be looking for a way to make your character just as powerful as 4 characters working together. There should not be a way to do that. A party is supposed to be a party.
Yes, but not me as a player but the PC. He would go any length to achieve his goal. He is secretly redistributing gold and diamonds to this plan from the group funds. And the hole "adventurer" life is only to get his revenge. the group never insight checked him, or questioned the motivaten behind his will to "get stronger". As long as that stays the way it is, he has no reason not to use every tool he has. I personally don't like hardcore meta gaming, but on the other hand, the PC would know how his spells work, even if it would take some kind of failed experiments. That way i as a player will not ask my DM if he will allow it, my PC will try it, and then will know if its possible.
I want to create a narrative that may work or fail, but have that moment when his friends realize what he did behind their backs to make it happen.
If someone wants to help with my questions, it would be much abliged
I would strongly advise against trying to create this narrative on your own, without even the DM's cooperation, let alone the other players around the table. If you as a player turn up to an encounter with a bag full of glyphs and expect the DM to make a call in the moment, you are putting a huge amount of pressure on that DM. There is no need to surprise your DM with this.
It is not metagaming to ask your DM ahead of time about how a mechanic will work which you will later rely on in game. Quite the opposite. It is metagaming to try and trap your DM into accepting this tactic at the table.
Trust that your DM actually wants to create an enjoyable story for you and with you. Bring them into the plan and hopefully they will find a way to make it work for everyone to enjoy. The other players should not need to "insight check" you in order to assume you will play cooperatively - that is the default assumption of all parties. If there is any hint of your character wanting to act against the will of the rest of the party then you should really run that past the DM to help run the situation smoothly for all involved.
Even if your DM allows the bag of holding trick, the moment the book is removed from the bag, all of the glyphs will cease to function.
What level are you? If you're 17th level or higher as a Cleric this becomes a viable option.
So as others have said the glyph deactivates it if you move it 10 ft. This includes passing through a dimensional barrier, like Bag of Holding, etc. Now if you're 17+ Cleric this isn't a problem in the slightest. All you need is to have met them and know their name and be willing to spend about 5,500 gp to get the components you need (a 5k diamond and two tuning forks attuned to the Material Plane and another plane of existence, worth 250 gp each. Perhaps your Divine Intervention could help. Plus 200 gp per casting of GoW.
Go to a different plane than the one the enemy most occupies. As a Cleric you do get Plane Shift and you can move to other planes - but you need the tuning fork to the other plane and one for coming back to the Material Plane (although Word of Recall can be one way to get home without one).
Find a secure place on the other plane. Set all your glyphs there. There's a bunch you can use and they can take a very small amount of space - the equivalent of a page in a book (and possibly less, technically no lower limit is actually defined). You could spend a long time setting traps. Might be worth to make combos like Hold Person and some effect requiring dex/str saves (since being paralysed means autofailing those). You can set a sequence (dispel magic to remove protections, then hold person, then a bunch of Fire Storms or something). You're mostly only limited by the spells , spell slots and gold. Might be worth trying some that buff you and your allies too.
Once you've made all the ones you want... Use Gate. This spell, at 9th level, is a good contender for 2nd most powerful in the game (under Wish, of course) and it is the most powerful a Cleric has access to. Why? Because if you know the name of the enemy you can just summon them. Just like that. No saves. They're summoned whether they like it or not. And you can be specific where they appear. Which can, indeed, be right smack centre of your trap. There's a size limitation that they have to still fit through the 20 ft wide portal, but very few things can't be.
Why bring glyphs to the enemy, when you can bring the enemy to the glyphs?
--
A lower level method might be using a portable hole - and tricking the enemy to fall into it somehow. A lot harder to pull off, really, but can be done much lower level and less costly.
Happy, um, glyphing?
Now it's a big combo that will take a lot of time, a lot of adventuring, possibly, to get components and it will take a lot of gold. But it's the type of
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
This is only relevant to the "explosive" option.
It doesn't apply to "stored spell" option, because in those cases the glyph is not the spell affecting the target, the stored spell is and with multiple glyphs you can store multiple different spells.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
It's relevant to the Glyph of Warding spell entirely, whatever its effect. The effects of the Glyph of Warding spell cast multiple times don’t combine. Instead, the most potent effect from those castings applies while their durations overlap. Or the most recent effect applies if the castings are equally potent and their durations overlap.
This rule was expressely designed to prevent a target from being subject to multiple same named game elements simultaneously. It was also errata to not just include spells but features and other effects. Trying to cast it multiple time on the same object so a target is subject to multiple Glyph of Warding simultaneously is striclty against the rules.
Casting Glyph of Warding in an extradimensional space would automatically broke once it leaves it, being moved more than 10 feet from where it was cast.
Hey Guys!
thanks alot for the new input. i will rethink and come up will a new plan. thanks for the people wanting to help!
best regards
Casting Glyph of Warding would take an hour...inside of a bag of holding.
“Travel is fatal to prejudice, bigotry, and narrow-mindedness, and many of our people need it sorely on these accounts. Broad, wholesome, charitable views of men and things cannot be acquired by vegetating in one little corner of the earth all one's lifetime.” - Mark Twain - Innocents Abroad
Good catch the caster would die before completing the casting unless it has a way to survive without breathing !