Level
5th
Casting Time
1 Hour
Range/Area
Touch
Components
V, S, M *
Duration
Until Dispelled or Triggered
School
Transmutation
Attack/Save
DEX Save
Damage/Effect

When you cast this spell, you inscribe a glyph upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. 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. The glyph can be made nearly invisible and may require a successful Intelligence (Investigation) check against your spell save DC to be found. 

You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.

You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.

When you inscribe the glyph, choose rebirth, inscribe, or beacon. 

Rebirth. When triggered, the glyph erupts with divine energy in a 120-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature not currently mortal in the area must make a Dexterity saving throw. An affected creature takes 5d8 acid, cold, lightning, or thunder damage on a failed save, or half as much damage on a successful one. The creature is rendered mortal for 1 hour regardless of the saving throw. 

Inscribe. You can store a prepared spell of 5th level or lower in the glyph by casting it as part of creating the glyph. The 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 effects and area, the area is centred 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. 

Beacon. Divine energy radiates from the glyph, distorting and diffusing magical energy within 60 feet of it, lasting for 10 minutes. For the duration, each creature of your choice in the area has advantage on saving throws against spells and other magical effects. An affected creature also takes no damage if it succeeds on a saving throw made against a spell or magical effect if it would normally take only half as much damage. 

At Higher Levels. When you cast this spell using a spell slot of 6th or higher, the damage of a rebirth glyph increases by 1d8. If you create an inscribe glyph, you can store any spell of up to the same level as the slot you use for the glyph of divine power. 

* - (birthing salts worth at least 1,000 gp, which the spell consumes)

Available For: Wizard

DoxisDaddy

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