This always makes me think of a looooong discussion (on the giantitp forums iirc) about this spell.... which ended up discussing astrophysics - is the world itself moving through space, or rotating - does this mean that the spell always ends less than a millisecond after being cast?
You get the idea. :)
Safe to say, with regards to such spells, it's best to consider the world that the characters live on to be stationary for purposes of such spells. Determine that 10 ft of movement in relation to the world.
This always makes me think of a looooong discussion (on the giantitp forums iirc) about this spell.... which ended up discussing astrophysics - is the world itself moving through space, or rotating - does this mean that the spell always ends less than a millisecond after being cast?
You get the idea. :)
Safe to say, with regards to such spells, it's best to consider the world that the characters live on to be stationary for purposes of such spells. Determine that 10 ft of movement in relation to the world.
Also, in D&D, magic isn't science, it does not need to comply with physics. So while in our universe it makes sense that this spell would "always end less that a millisecond after being cast" (or, given that movement is relative, from the frame of reference of the target of the spell, it can be cast on anything and have it last its full duration), those rules don't necessarily apply in the D&D universe. =)
if you cast Glyph of warding on a moving ship is it dispelled
There is precedence for it not being dispelled if cast in a sufficiently large, moving environment like a ship, floating island, iceberg, cloud castle, earthmote, planet, etc.:
Rise of Tiamat has a moving Iceberg dungeon that has glyphs.
Tomb of Annihilation has a moving earthmote that contains a permanent teleportation circle.
DDAL06-02 The Redemption of Kelvan has an earthmote with glyphs in it
DDEP5-02: Ark of the Mountains is a Flying Ship that has glyphs in it
Hoard of the Dragon Queen features a moving cloud castle with glyphs in it
It'd be odd if players couldn't cast say, Tiny Hut in such moving adventure environments.
I really wish that someone would do a full explanation of the spells mechanics. There's too much grey area in the interpretation. It really sucks that I loved this spell in 3.5 and now it's near useless. If you can't place it on a ship then if I'm playing a pirate game then the spell is quite literally useless.
Please do an errata explaining this spell. It's been multiple years now and I'm finally just posting about it for some clarification. Not something I do often/ever. PLZ HELP.
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if you cast Glyph of warding on a moving ship is it dispelled
you can hold spells like haste in it, but can it hold a spell with the wording of self in range for another creature? like meld in to stone
can Glyph of Warding be put in to a scroll. To later cast spells into it
Yes, I think that if you cast Glyph of Warding on a ship, the spell ends without triggering, according to this:
There is not a restriction to the range of the stored spell, so a spell with a "self" range can be stored.
Yes, in the first sentence, the scroll is reported as a valid example of object where the glyph can be stored.
This always makes me think of a looooong discussion (on the giantitp forums iirc) about this spell.... which ended up discussing astrophysics - is the world itself moving through space, or rotating - does this mean that the spell always ends less than a millisecond after being cast?
You get the idea. :)
Safe to say, with regards to such spells, it's best to consider the world that the characters live on to be stationary for purposes of such spells. Determine that 10 ft of movement in relation to the world.
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Also, in D&D, magic isn't science, it does not need to comply with physics. So while in our universe it makes sense that this spell would "always end less that a millisecond after being cast" (or, given that movement is relative, from the frame of reference of the target of the spell, it can be cast on anything and have it last its full duration), those rules don't necessarily apply in the D&D universe. =)
There is precedence for it not being dispelled if cast in a sufficiently large, moving environment like a ship, floating island, iceberg, cloud castle, earthmote, planet, etc.:
I really wish that someone would do a full explanation of the spells mechanics. There's too much grey area in the interpretation. It really sucks that I loved this spell in 3.5 and now it's near useless. If you can't place it on a ship then if I'm playing a pirate game then the spell is quite literally useless.
Please do an errata explaining this spell. It's been multiple years now and I'm finally just posting about it for some clarification. Not something I do often/ever. PLZ HELP.