Corazon's Tiny Glyph (5e Spell)
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1st-level abjuration | |
Casting time: | 1 minute |
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Range: | Touch |
Components: | V, S, M (an opal worth at least 50 gp) |
Duration: | Until dispelled or triggered |
When you cast this spell, you inscribe a small glyph, no larger than a few inches wide, either upon 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. If you choose an object, that object must remain in its place; if the object is moved more than 5 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.
The glyph glows dimly and requires a successful Wisdom (Perception) 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 stepping 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 may specify for your glyph's trigger condition to either ignore you, ignore everyone but you, or to ignore nobody. You may have a number of these active glyphs no greater than your spellcasting ability modifier (minimum one). If you create a new glyph while you are already at the maximum, the oldest one is dispelled without effect.
When you inscribe the glyph, choose explosive runes or a spell glyph.
Explosive Runes. When triggered, the glyph erupts with magical energy in a 10-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 2d6 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 1st 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 2nd level or higher, the damage of an explosive runes glyph increases by 1d6 for each slot level above 1st. If you create a spell glyph, you can store any spell of up to 2nd level.
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