added save_type to remove it from its erroneous listing on the list of spells without a save
 
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|image=
|image=
|level_cleric=3
|level_cleric=3
|level_additional=[[Dwarf (domain)|Dwarf]] 2, [[Rune (domain)|Rune]] 2
|level_innate=3
|level_innate=3
|school=Abjuration
|school=Abjuration
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|duration=60 seconds / 2 Level
|duration=60 seconds / 2 Level
|save=[[Reflex]] 1/2
|save=[[Reflex]] 1/2
|spell_resistance=Yes
|empower=Yes
|empower=Yes
|extend=Yes
|extend=Yes
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==Description==
==Description==
You create a small, magical zone that can detect the passage of enemy creatures. When the field is activated, it explodes, dealng 1d8 points of [[damage type|divine damage]] per two [[caster level]]s to all creatures within the area of effect (to a maximum of 5d8). After being triggered, the glyph dissipates.
This powerful inscription harms those who enter, pass, or open the warded area or object. A glyph of warding can guard a bridge or passage, ward a portal, trap a chest or box, and so on.
 
When casting the spell, you weave a tracery of faintly glowing lines around the warding sigil. A glyph can be placed to conform to any shape up to the limitations of your total square footage. When the spell is completed, the glyph and tracery become nearly invisible.
 
The glyph deals 1d8 points of damage per two caster levels (maximum 10d8) to the intruder and to all within 5 feet of him or her. This damage is divine, sonic, or negative, based on the alignment of the caster. Each creature affected can attempt a Reflex save to take half damage. Spell resistance applies against this effect.

Latest revision as of 17:27, 23 September 2021

Glyph of Warding
Spell Information
Spell level : Innate level: 3, Cleric: 3, Other: Dwarf 2, Rune 2
School : Abjuration
Descriptor(s) : Sonic
Components : Verbal and Somatic
Range : Short
Target/Area : Large
Duration : 60 seconds / 2 Level
Save : Reflex 1/2
Spell resistance : Yes




Description

This powerful inscription harms those who enter, pass, or open the warded area or object. A glyph of warding can guard a bridge or passage, ward a portal, trap a chest or box, and so on.

When casting the spell, you weave a tracery of faintly glowing lines around the warding sigil. A glyph can be placed to conform to any shape up to the limitations of your total square footage. When the spell is completed, the glyph and tracery become nearly invisible.

The glyph deals 1d8 points of damage per two caster levels (maximum 10d8) to the intruder and to all within 5 feet of him or her. This damage is divine, sonic, or negative, based on the alignment of the caster. Each creature affected can attempt a Reflex save to take half damage. Spell resistance applies against this effect.