Level
2nd
Casting Time
1 Hour
Range/Area
Touch
Components
V, S, M *
Duration
Until Dispelled or Triggered
School
Abjuration
Attack/Save
WIS Save
Damage/Effect
Detection (...)

When you cast this spell, you inscribe a glyph that later unleashes a magical effect. You inscribe it on the outside of a small object (such as a wallet or book). The object must fit within a 3-foot cube.

The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.

You may choose to designate up to ten creatures (including yourself) as authorized handler of the object, or you may choose a password to authorize a creature to handle the object. When a creature that is not authorized to handle the object (either by being designated or by speaking the password) touches the object, they trigger the glyph's effect.

When you inscribe the glyph, choose Tampering Alarm or Knockout Glyph.

Tampering Alarm. When triggered, the glyph will produce either a mental or audible alarm (chosen when you set the glyph.)

A mental alarm alerts you with a ping in your mind if you are within 1 mile of the glyph when the object is touched. This ping awakens you if you are sleeping.

An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

Knockout Glyph. The creature that touched the object bearing the glyph must make a Wisdom saving throw against your spell save DC. If the creature fails the save, it falls unconscious until 1 minute passes, the creature takes damage, or someone uses an action to shake or slap the creature awake.

Undead and creatures immune to being charmed aren't affected by a Knockout Glyph.

 

* - (incense and powdered diamond worth at least 100 gp, which the spell consumes)

Spell Tags: Detection Warding

Available For: Bard (Legacy) Wizard (Legacy)

kaycipher

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