When you cast this spell, you inscribe a glyph either on a contiguous surface or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 5 feet in diameter. If you choose an object, unlike with similar spells, that object can in fact move from its initial place.
The glyph is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it.
You decide what triggers the glyph when you cast this spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.
You can further refine the trigger so the ward is activated only under certain circumstances or according to a creature's physical characteristics (such as height or weight), or physical kind (for example, the glyph could be set to affect dragons, weretigers, etc.). You can also simultaneously specify creatures that will not trigger the glyph, such as those who say a certain password.
You can store a prepared spell of 7th level or lower in the glyph by casting it as part of creating the glyph. This means in addition to the materials & spell slot required for casting Drake's Moving Ward, the spell slot and components for the spell you want to store within the ward will be expended as well, but that also enables the use of abilities such as Metamagic or other applicable Feats too. The stored spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration or 10 minutes, whichever is shorter.
At Higher Levels. You can store any spell of up to the same level as the slot you use for the moving ward.
Previous Versions
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2/26/2024 10:43:08 PM
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6
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0
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2.1
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Coming Soon
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