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)
How would a level 9 spell glypy work with wish?
I would not play with your DM like this
This is the best spell in the game, cast it on a rock, place it in a bag of holding and just do this every time you have spare level3+ spell slots just before a long rest, it might take a while but you now have a bag of grenades which, since the bag connects to an extra dimension, you can carry everywhere without any problems. Wanna throw a flashbang? colour spray, wanna through a frag grenade? fireball with the trigger time being "the turn after it touches the ground", giving you time to get out of the radius, wanna throw a gas grenade? spirit guardians, which will run for free till the end of the duration, wanna ruin every encounter against elementals, celestials, fey, fiends and undead and make the dm cry? magic circle followed by spirit guardians and just leave them to die. It is even more broken than that, because you don't need to maintain concentration you can hurl out all sorts of positive duration buffs to team mates and negative ones to enemies, without it requiring any concentration or spell slot, spirit guardians, heal spirit, conjure animals, various aura and buffing spells, elemental bane and even worse investiture of ice, fire etc allows you to have total immunity to fire and cold damage and resistance to every physical damage type, as well as resistance to all ranged weapons, and a bunch of other powerful effects and various elemental attacks. and this is just what I came up with off the top of my head, not including the various wall spells and other horrific war crimes, stone wall+fire wall to trap the enemy in one place while burning them, wind wall to make it hard for them to even get to the stone wall to destroy it and get out etc. All these things allow you to make the dm cry and blitz through every encounter (literally if you use call lightning or lightning bolt) (for those that don't get it, blitz is just german for lightning, it is not directly to do with war.)
200 gp every time. Every time. Every. Time. Monty Haul? Maybe.
I would apply relative movement in this case. It doesn't move inside the ship. Also situational.
This can be an insanely strong spell with some careful optimisation, doing hundreds of points of damage instantly.
With 1 level in warlock, 1 in wizard, and 3 in cleric, right before every long rest, you could go into the pocket space provided to genie warlocks, and cast glyph of warding and catapult on a rock or coin or something, putting it in your backpack, with the triggering condition being you opening the backpack away from you.
Since the spell was cast in a pocket space that you carry with you, the the glyph of warding's 10 foot rule shouldn't be a problem.
By casting the spell at the start of every long rest, you could face the final boss of the campaign, open your backpack at the creature, and assuming that you have had about 15 long rests, the boss will need to make 15 Dexterity saving throws, taking an average of 225 bludgeoning damage if all those saves failed. Presumably not all would, but if even half failed, that would still be, at no cost to you, over 100 average damage.