Glyph of Warding
Level 3 Abjuration
Magic School
Casting Time
1 hour
V, S, M
Until dispelled or triggered
When cast, you inscribe a glyph upon a surface or within an object, covering an area of 10'. If the object is moved over 10', the glyph is broken and the spell ends. The glyph requires an Investigation check against your spell save DC to be found. You decide what triggers the glyph when cast, and choose one of the following:
1. Explosive Runes. The glyph erupts with magical energy in a 20'-radius sphere. On a failed Dex saving throw, a creature takes 5d8 acid, cold, fire, lightning, or thunder dmg (your choice), or half dmg on success.
2. Spell Glyph. You can store a prepared spell of level 3 or lower. When triggered, the spell is cast. If the spell requires concentration, it lasts until it's duration. See PHB for more info.
At Higher Levels
When you cast this spell using a spell slot of 4th level or higher, the damage of a 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.
Verbal Components
Material Component: incense and powdered diamond worth at least 200gp, which the spell consumes
Verbal Components
Verbal Component: Signum Protectio
Damage Type
Bard, Cleric, Wizard, Rogue

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