When you cast this spell, you inscribe a glyph that later unleashes a magical effect. You inscribe it either on 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 is nearly invisible and requires 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 explosive runes or a spell glyph.
Explosive Runes. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.
Spell Glyph. You can store a prepared spell of 3rd 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 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.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.
* - (incense and powdered diamond worth at least 200 gp, which the spell consumes)
you said "The only reason that the Spell Glyph would not work for something moving outside the 10ft radius." is if you cast it on an object.
No you had it right the first time you could cast this on an object if your using the Spell form. The spell you wished cast must target a single creature or be an area effect spell, but there's no restriction mentioned about moving 10 feet for spell form version NOTE:
Spell Glyph: "You can store a prepared spell of 3rd 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.
Its basically meant to booby trap your spell book which wouldn't make any since if you had a 10' diameter restriction on it kinda hard to go off adventuring if your limited to 10' radius. "Gee guys i'd love to go kill those knolls with you all could you lure them into this 10' area."
So if you want to protect you spell book from prying eyes you have to leave your spell book in your workshop where you cast the spell? Kinda hard to go adventuring without you spellbook.
Really that makes no sense. What are the specifics of "Where" we talking exact coordinates or if i cast this whilst on my flying carpet as long as the carpet is within 10' I'm golden?
Even thou I love when my players find a way to OP a set of spells, I would have to rule that it does not protect you as you want. It states that you have to cast it as normal so you would still be the one making the wish. Granted it might not take effect till later but you spend the slot now and states exactly what you want when placing it. So when it activates you pay the price then.
Unless you can convince the DM that the target of the glyph is to place the wish. Sort of like making a Ring of Three Wishes. So MAYBE, but as I read it?
No, you will need to state the with as you store it, so when it activates you would still pay the price.
That is not taking into account how your casting TWO 9th level spells back to back in one sitting unless there are Two 17th level Arcane casters working together in the Party.
If that's the case then that alone is sort of OP already, right next to a 20th level Moon Druids.
Just for clarity:
If I cast a glyph or warning on page 42 of my book, does the page count as the object and the book as the place where I cast the spell?
Meaning that as long as page 42 isn't moved more than 10 feet from the book, the glyph stays active and charged?
Asking because I have an idea for a prep heavy, paranoid character concept.
Killer Queen Dai Ichi no Bakudan
No. The spell states "...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."
So if you move the object, page 42, more then 10 feet from the location you were casting the spell, the spell stops working.
Yeah I'm not sure why they think that "well I cast it on the page, so it doesn't move from the book."
Its pretty clearly intended to be referencing that exact point in space.
And for those talking about stacking buffs....it only holds one spell. One spell up to the level of the glyph you cast. So can you hold something over night? Sure, but its cast when the glyph triggers, so you're casting the spell at that point. Its effectively a way to holding the action no differently than any other held action.
The way I see this is best used for things like being able to use a concentration spell without having to hold concentration -- or being able to hold two, since the spell clearly says it retains the full duration. Or -- use it for the obvious sort of "ward the door while we sleep. Cast Shatter if someone opens it."
Its not as powerful as some may seem and not this mobile battery or explosive cache either. Its basically a held reaction. But useful when you need to focus elsewhere or want to set a trap.
Imagine the party's cleric shoves a book into your hands "Do not EVER open this unless you're in combat during a thunderstorm". Eventually, such a situation arises, and you open the book, now you control the lightning.
Note to self: always move books 10 feet from their original location in order to avoid glyph traps.
Agreed, the 10 feet rule was added awhile ago to prevent people just casting the spell as a portable weapon or tool. If you ever encounter a situation where something suspicious might be warded just drag it away from the immediate area before interacting with it.
Basic Rules , pg. 245 ??
If I can cast this as an artificer, can I put a druid spell into the glyph?
Specifically "Conjure Animals" so I can have like a book of pages that, when ripped out, automatically summons eight panthers or something.
HMMM... How to get around the ten feet thing...?
Can rope trick be used like a balloon and be pulled around? If so, then the glyph technically wouldn't move more than ten feet since rope trick is outside of space and time... the same effect could possible be produced with Bag of Holding? Thoughts? Ideas?
And does teleporting objects move them ten feet or is it just shifted to a different place and not moved?
IMAGINE:
Glyph of Warding + Cure Wounds: Put cure wounds on an object and have it heal all who interact with it kind of like a med kit.
Glyph of Warding + any spell that requires concentration: able to use the spell without concentration? Specifically haste. I want to do a thing where I have a whole bunch of ball bearings or something that each have haste cast on them using Glyph of Warding. Next you give them a command word and voila! Infinite haste! No concentration required!!!!
Afraid of assassins?
Cast on door using "Conjure Animals"
Eight panthers eat assassin before you even wake up...
I think teleporting and Planeshifting count as movement.
But, this raises another question, could you cast this spell on something bolted to the deck of a moving ship? Could make sea wizards rather powerful.
I’m afraid you have to cast the spell you are storing, unless the Artificer has a special feature I’m not aware of.
Unless of course the Glyph is on the object the book is resting on, thus setting it off when you move the book
this plus Imprisonment seems like a nasty combo for a DM who wants to get the jump on a party
I thought this would be incredible if you can cast it on your shield. Explosive runes. Perhaps with a trigger word or maybe you'd have to cover it with a piece of cloth and rip it off as melee combat begins to trigger it. Says can be cast on a surface, won't be more than 10 ft away from you? Possible? Or cast it on your shield as an action...assuming you're in melee range, trigger it, then move away.
Ok so you posted this a year ago so I don’t know if you still are wondering about this, but the 2nd-level spell Magic Mouth can be used for this purpose, and at a much lower cost.Here’s the link to a very good guide for this.