Glyph of Warding allows you to spend an hour and a 3rd level spell slot to store a spell to be cast at will or under certain conditions. With an imbued wood focus made with Shivarran Birch, which adds 1 to all force damage dice rolls, 2nd level magic missile will average 16 damage, with no saving throw or attack roll. Starting from midnight (0 hours), I have been able to do the following: 1| Hour 0-1: One glyph 2| Hour 2-9: Two more glyphs at beginning of long rest, recover all expended slots. 3| Hour 10-18: repeat step 1 and 2 4| Hour 19-21: cast 3 more glyphs. 5| Hour 22-23: Short Rest 6| Hour 24: One more glyph
Following these steps, you can get 10 glyphs with 2nd level Magic Missile on each, totaling 160 damage to be output at will, with no saving throw or attack roll.
I'm not sure what to call this, so I'm calling it the Magic Nuke
Edit: Of course Shield could completely invalidate this, as it blocks all magic missiles targeting the creature that cast it. Something you could do is cast magic missile at a creature to see if they have shield, then if they don't use the Magic Nuke.
Something else: If you wanted to, with a week of downtime dedicated to this you could one shot most cr 30 creatures. Whether or not you should is up in the air, because stuff like that could massively trivialize something a DM spent hours working on, so maybe don't use this...
I also just realized you could counterspell the shield with your reaction, unless they upcast, and since they used their reaction to cast it, they wouldn't be able to counterspell your counterspell or anything of the like.
Or use 1 or 2 of the glyphs to cast counterspell on any casting of the shield spell, and/or counterspell on any casting of the counterspell spell.
This way you force your magic missile damage through.
I get 18 for the average 2nd level casting damage? 1d4+1... with another 1 for the magic stick you mentioned is 3 to 6 damage per missile or 4.5 on average, times four missiles is 18?
No need to set a glyph to counterspell a counterspell. Because the trigger for counterspell specifically requires the counterspeller to see another creature casting a spell, glyph of warding spells can't be counterspelled in the first place.
Edit: It's also worth noting that you need to have a party member cast a spell in order to cast counterspell into the glyph, also due to the trigger. When it goes off it will target the caster who set off the glyph, so no worries there, but you still need to have someone cast something for you to cast counterspell at all.
Glyph of Warding allows you to spend an hour and a 3rd level spell slot to store a spell to be cast at will or under certain conditions.
With an imbued wood focus made with Shivarran Birch, which adds 1 to all force damage dice rolls, 2nd level magic missile will average 16 damage, with no saving throw or attack roll.
Starting from midnight (0 hours), I have been able to do the following:
1| Hour 0-1: One glyph
2| Hour 2-9: Two more glyphs at beginning of long rest, recover all expended slots.
3| Hour 10-18: repeat step 1 and 2
4| Hour 19-21: cast 3 more glyphs.
5| Hour 22-23: Short Rest
6| Hour 24: One more glyph
Following these steps, you can get 10 glyphs with 2nd level Magic Missile on each, totaling 160 damage to be output at will, with no saving throw or attack roll.
I'm not sure what to call this, so I'm calling it the Magic Nuke
Edit: Of course Shield could completely invalidate this, as it blocks all magic missiles targeting the creature that cast it. Something you could do is cast magic missile at a creature to see if they have shield, then if they don't use the Magic Nuke.
Oh yeah I forgot the d4 average roll is 2.5, not 2
Also good idea making one or two counterspell
Something else: If you wanted to, with a week of downtime dedicated to this you could one shot most cr 30 creatures. Whether or not you should is up in the air, because stuff like that could massively trivialize something a DM spent hours working on, so maybe don't use this...
I also just realized you could counterspell the shield with your reaction, unless they upcast, and since they used their reaction to cast it, they wouldn't be able to counterspell your counterspell or anything of the like.
Long Rest rules say:
Oh, I wasn't aware of that, thank you for telling me
Also, you can’t move the glyph more than 10 feet. So it might work as a trap at your house, but you can’t exactly bring it with you on adventures.
No need to set a glyph to counterspell a counterspell. Because the trigger for counterspell specifically requires the counterspeller to see another creature casting a spell, glyph of warding spells can't be counterspelled in the first place.
Edit: It's also worth noting that you need to have a party member cast a spell in order to cast counterspell into the glyph, also due to the trigger. When it goes off it will target the caster who set off the glyph, so no worries there, but you still need to have someone cast something for you to cast counterspell at all.