I could spend a day just describing the vast uses it has.
Want a nice quick-escape route that your enemy cannot follow? Two glyphs: one with Passwall to get you out, then DIspel Magic to close it after you've passed through: and voila - sure one-time use, but have this in your home and you have an instant-out if you need it and will be able to get a decent head-start or go hide before the enemy can re-route themselves around to you.
A nice double glyph combo: Hold Person and any persistent area of effect spell = the glyphs take care of concentration so for two hours and 400 gold you could basically instant-kill one (or maybe more) enemies.
Sooo many combos. But my lunch is ending, so I might come back later with more.
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It is basically a spell proximity/motion mine. Just remember you can't move the glyphs from where you cast them, and there are basically no other limits.
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.
Doesn't matter if it's in a chest. Potentially depending on your DM, you might be able to argue it doesn't move with respect to a very large vessel, like if it's on the deck of a ship. But I'd expect most DMs to disallow that. Anything that moves kills it. So it's generally either used as a trap or a set of buffs/utility within a PC stronghold.
I had a Druid cleric who was about to fight a battle that had a good chance of killing her so I made a glyff of warding in a basement with a bit of my hair and had the spell be reincarnation. I said that if I died that the party should knock three times on the door witch would be the trigger.
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.
Doesn't matter if it's in a chest. Potentially depending on your DM, you might be able to argue it doesn't move with respect to a very large vessel, like if it's on the deck of a ship. But I'd expect most DMs to disallow that. Anything that moves kills it. So it's generally either used as a trap or a set of buffs/utility within a PC stronghold.
Note to self: move all mysterious books/chests/etc. 10 feet before opening.
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.
Doesn't matter if it's in a chest. Potentially depending on your DM, you might be able to argue it doesn't move with respect to a very large vessel, like if it's on the deck of a ship. But I'd expect most DMs to disallow that. Anything that moves kills it. So it's generally either used as a trap or a set of buffs/utility within a PC stronghold.
Note to self: move all mysterious books/chests/etc. 10 feet before opening.
Unfortunately the glyph was set to go off as soon as the chest is moved more than 9 feet
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.
Doesn't matter if it's in a chest. Potentially depending on your DM, you might be able to argue it doesn't move with respect to a very large vessel, like if it's on the deck of a ship. But I'd expect most DMs to disallow that. Anything that moves kills it. So it's generally either used as a trap or a set of buffs/utility within a PC stronghold.
Note to self: move all mysterious books/chests/etc. 10 feet before opening.
Unfortunately the glyph was set to go off as soon as the chest is moved more than 9 feet
The spell allows you to cast and benefit from buffs the evening before the BBEG fight.
Lets say you are lvl 5: you can cast Armor of Agathys (2nd lvl) and Aid the evening before on 2 seperate Glyphs, activate them after the long rest and start the battle the next day with 2 buffs and all spellslots. (takes some money so i would save it for important fights)
Buffing is a great use of Glyph of Warding (GoW) because it means you don't have to concentrate on the spell, but consider also that for GoW the condition can be anything & unlike Magic Mouth which states "...though this must be based on audible or visual conditions within 30 feet" there is no such clause for GoW. Further, because the spell description for GoW says that the trigger can be creature type or alignment it implies the triggering condition can be information the caster doesn't know. This makes it great for information extraction or interrogation so long as you can bring your target to the glyph. For example the condition could be "The Glyph will activate if my questions are not answered truthfully and within a minute of me asking" or "the Glyph will activate if a creature within it knows [insert information you want]" then you know for a fact that they have what you need the spell could be something along the lines of silent image if you don't want to harm what you are interrogating.
You could also use it as a form of imprisonment with a condition of "The glyph will activate if [specific creature/person] leaves the radius of the glyph".
Theoretically because the RAW reading doesn't say it has to be within the circle to activate (e.g. you could have it activate when something is within 100ft even if the effect of the glyph wouldn't reach what activated it) you could use it as a form of divinination with a condition like "this glyph will activate if this chest is a trap" or "the Glyph will activate if Main Villain does [insert thing you want to know villain did or didn't do]" (though I would probably not allow this if I was DMing the campaign).
So yeah, think of all the conditions you can and see what your DM will allow.
My primary two uses are to "warn" minor NPCs that they would be better off to just turn around and go back where they came from, but Magic Mouth does that fine. My second major use is to store treasure in a basement somewhere in a locked chest. The Glyph needs to be "loaded" with a spell but you don't want it to destroy your stuff, and you might not want it to kill the little bugger that was too curious. So something that puts them to sleep or similarly incapacitates the victim and simultaneously alarms someone to come rescue the treasure would be the optimal combination.
The warning to prevent the 'chest' from being moved can be obviated by having the chest bolted to the floor.
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Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
Grab a portable hole, lay it down, jump down... Use spell glyph with defensive buffs on the sides/a few items down there. Surprise battle? Throw it on the floor, jump down, trash around to ensure you trigger all the glyphs. Profit.
Similarily you can do the same but explosive glyphs and just have them trigger on anyone entering but you.. Preferably in combination with a grappling barbarian who just grabs someone and throws them down there.
I mean it's a bit up to DM interpretion to be fair, since you are moving the hole in a way, but technically portable holes and similar things are pocket dimensions which actually exist in another plane and therefore are not moved.
but reverse dungeon game. with plenty of money. use a ton of them with spells that vanish people to the elemental plane of fire also to the abyss.
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quote from Romantically Apocalyptic byVitaly S Alexius
The spell allows you to cast and benefit from buffs the evening before the BBEG fight.
Lets say you are lvl 5: you can cast Armor of Agathys (2nd lvl) and Aid the evening before on 2 seperate Glyphs, activate them after the long rest and start the battle the next day with 2 buffs and all spellslots. (takes some money so i would save it for important fights)
Sadly the requirements of the spell are that you have to store a spell that harms other creatures RAW. Using it to cast self-buffs doesn't work.
The spell allows you to cast and benefit from buffs the evening before the BBEG fight.
Lets say you are lvl 5: you can cast Armor of Agathys (2nd lvl) and Aid the evening before on 2 seperate Glyphs, activate them after the long rest and start the battle the next day with 2 buffs and all spellslots. (takes some money so i would save it for important fights)
Sadly the requirements of the spell are that you have to store a spell that harms other creatures RAW. Using it to cast self-buffs doesn't work.
Read the spell again :)
It's either an explosive glyph or a spell storing glyph. The spell storing one has nothing that mentions it needs to cast a damaging spell. It can be used to store summons, polymorph or anything else..
Edit. Actually the first part of the spell does mention it should harm someone, but then again the specific details of the two types of glyphs do not. And while it does mention how a summon would attack the one triggering the spell there would be ways to get around this... So... I guess it does. Shame, bad spell just got boring ;)
Edit 2: No it doesn't! the current spell description doesn't mention that harmful part. Any spell is fine by RAW.
Yeah I mean at first I had that idea, then I quickly googled it but must have entered the old version because then it said it was supposed to be a harmful effect so I thought oh well I guess I was wrong. Then I noticed I wasn't on dndbeyond so double checked and yeah, it's not there. And to be honest it is so much better this way because it allows for much more creativity. I mean a whole room of preparing fighters for war, enter the arming chamber and touch a glyph for a mage armor or similar, just a bunch of troops doing it in a row. Touching a glyph to cleanse you from poison in the purifying room. Every civilian run to the sanctuary and press the sanctuary rune or the people about to be attacked by vampires get the protection from evil spell cast on them. It's got a lot of cool defensive or utility options that just allow for such a rich world without abusing it ;)
To be fair I even consider the range limit to be a bit unnecessary, though I can understand how it would easily be abused if it wasn't there.
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So i found the cool spell glyph of warding and i was wondering if anyone know good any uses for it?
I could spend a day just describing the vast uses it has.
Want a nice quick-escape route that your enemy cannot follow? Two glyphs: one with Passwall to get you out, then DIspel Magic to close it after you've passed through: and voila - sure one-time use, but have this in your home and you have an instant-out if you need it and will be able to get a decent head-start or go hide before the enemy can re-route themselves around to you.
A nice double glyph combo: Hold Person and any persistent area of effect spell = the glyphs take care of concentration so for two hours and 400 gold you could basically instant-kill one (or maybe more) enemies.
Sooo many combos. But my lunch is ending, so I might come back later with more.
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 is basically a spell proximity/motion mine. Just remember you can't move the glyphs from where you cast them, and there are basically no other limits.
If you cast it on an object that needs to be opened, it can be moved without many problems
Unfortunately not
Doesn't matter if it's in a chest. Potentially depending on your DM, you might be able to argue it doesn't move with respect to a very large vessel, like if it's on the deck of a ship. But I'd expect most DMs to disallow that. Anything that moves kills it. So it's generally either used as a trap or a set of buffs/utility within a PC stronghold.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
I had a Druid cleric who was about to fight a battle that had a good chance of killing her so I made a glyff of warding in a basement with a bit of my hair and had the spell be reincarnation. I said that if I died that the party should knock three times on the door witch would be the trigger.
Note to self: move all mysterious books/chests/etc. 10 feet before opening.
Unfortunately the glyph was set to go off as soon as the chest is moved more than 9 feet
This guy DMs
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
The spell allows you to cast and benefit from buffs the evening before the BBEG fight.
Lets say you are lvl 5: you can cast Armor of Agathys (2nd lvl) and Aid the evening before on 2 seperate Glyphs, activate them after the long rest and start the battle the next day with 2 buffs and all spellslots. (takes some money so i would save it for important fights)
Buffing is a great use of Glyph of Warding (GoW) because it means you don't have to concentrate on the spell, but consider also that for GoW the condition can be anything & unlike Magic Mouth which states "...though this must be based on audible or visual conditions within 30 feet" there is no such clause for GoW. Further, because the spell description for GoW says that the trigger can be creature type or alignment it implies the triggering condition can be information the caster doesn't know. This makes it great for information extraction or interrogation so long as you can bring your target to the glyph. For example the condition could be "The Glyph will activate if my questions are not answered truthfully and within a minute of me asking" or "the Glyph will activate if a creature within it knows [insert information you want]" then you know for a fact that they have what you need the spell could be something along the lines of silent image if you don't want to harm what you are interrogating.
You could also use it as a form of imprisonment with a condition of "The glyph will activate if [specific creature/person] leaves the radius of the glyph".
Theoretically because the RAW reading doesn't say it has to be within the circle to activate (e.g. you could have it activate when something is within 100ft even if the effect of the glyph wouldn't reach what activated it) you could use it as a form of divinination with a condition like "this glyph will activate if this chest is a trap" or "the Glyph will activate if Main Villain does [insert thing you want to know villain did or didn't do]" (though I would probably not allow this if I was DMing the campaign).
So yeah, think of all the conditions you can and see what your DM will allow.
My primary two uses are to "warn" minor NPCs that they would be better off to just turn around and go back where they came from, but Magic Mouth does that fine. My second major use is to store treasure in a basement somewhere in a locked chest. The Glyph needs to be "loaded" with a spell but you don't want it to destroy your stuff, and you might not want it to kill the little bugger that was too curious. So something that puts them to sleep or similarly incapacitates the victim and simultaneously alarms someone to come rescue the treasure would be the optimal combination.
The warning to prevent the 'chest' from being moved can be obviated by having the chest bolted to the floor.
Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
Grab a portable hole, lay it down, jump down... Use spell glyph with defensive buffs on the sides/a few items down there. Surprise battle? Throw it on the floor, jump down, trash around to ensure you trigger all the glyphs. Profit.
Similarily you can do the same but explosive glyphs and just have them trigger on anyone entering but you.. Preferably in combination with a grappling barbarian who just grabs someone and throws them down there.
I mean it's a bit up to DM interpretion to be fair, since you are moving the hole in a way, but technically portable holes and similar things are pocket dimensions which actually exist in another plane and therefore are not moved.
ok. first
un;less you are rediculously rich dont use it.
but reverse dungeon game. with plenty of money. use a ton of them with spells that vanish people to the elemental plane of fire also to the abyss.
This Mug immediately shared with me a transcendental tale of an Infinite Mug that anchors the Universe and keeps it from folding in on itself. I filed this report under "illogical nonsense" and asked why its sign is in Times New Roman font, when it is basic knowledge that Arial Black is a far superior font. I wondered: How did this mug even get past the assembly line with its theistic beliefs and poor font choices?
quote from Romantically Apocalyptic by Vitaly S Alexius
Sadly the requirements of the spell are that you have to store a spell that harms other creatures RAW. Using it to cast self-buffs doesn't work.
Read the spell again :)
It's either an explosive glyph or a spell storing glyph. The spell storing one has nothing that mentions it needs to cast a damaging spell. It can be used to store summons, polymorph or anything else..
Edit. Actually the first part of the spell does mention it should harm someone, but then again the specific details of the two types of glyphs do not. And while it does mention how a summon would attack the one triggering the spell there would be ways to get around this... So... I guess it does. Shame, bad spell just got boring ;)
Edit 2: No it doesn't! the current spell description doesn't mention that harmful part. Any spell is fine by RAW.
Could you quote the part or rule please? I don’t see it.
It's in the first or 2nd line of text, not in the description of each type. It actually says the glyph is supposed to be harmful.
Actually it must be in earlier editions, because the one on dndbeyond currently does not.
Yes, it got an errata (https://twitter.com/jeremyecrawford/status/829105294638657536?lang=en).
Yeah I mean at first I had that idea, then I quickly googled it but must have entered the old version because then it said it was supposed to be a harmful effect so I thought oh well I guess I was wrong. Then I noticed I wasn't on dndbeyond so double checked and yeah, it's not there. And to be honest it is so much better this way because it allows for much more creativity. I mean a whole room of preparing fighters for war, enter the arming chamber and touch a glyph for a mage armor or similar, just a bunch of troops doing it in a row. Touching a glyph to cleanse you from poison in the purifying room. Every civilian run to the sanctuary and press the sanctuary rune or the people about to be attacked by vampires get the protection from evil spell cast on them. It's got a lot of cool defensive or utility options that just allow for such a rich world without abusing it ;)
To be fair I even consider the range limit to be a bit unnecessary, though I can understand how it would easily be abused if it wasn't there.