This powerful inscription harms those who enter, pass, or open
the warded area or object. A glyph can guard a bridge or passage,
ward a portal, trap a chest or box, and so on.
The character set the conditions of the ward. Typically, any
creature violating the warded area without speaking a pass phrase
(which the character set when casting the spell) is subject to
the magic it stores. Glyphs can be set according to physical
characteristics (such as height or weight) or creature type,
subtype, or species (such as "drow" or
"aberration"). Glyphs can also be set with respect to
good, evil, law, or chaos, or to pass those of the character's
religion. They cannot be set according to class, HD, or level.
Glyphs respond to invisible creatures normally but are not
triggered by those who travel past them ethereally. Multiple
glyphs cannot be cast on the same area. However, if a cabinet had
three drawers, each could be separately warded.
When casting the spell, the character weaves a tracery of
faintly glowing lines around the warding sigil. The glyph can be
placed to conform to any shape up to the limitations of the
character's total square footage. When the spell is completed,
the glyph and tracery become nearly invisible.
Glyphs cannot be affected or bypassed by such means as
physical or magical probing, though they can be dispelled.
Mislead, polymorph, and nondetection can fool a glyph.
Read magic allows the character to identify a glyph of warding
with a successful Spellcraft check (DC 13). Identifying the glyph
does not discharge it and allows the character to know the basic
nature of the glyph (version, type of damage caused, what spell
Depending on the version selected, a glyph either blasts the
intruder or activates a spell.
Blast Glyph: A blast deals 1d8 points of damage per two caster
levels to the intruder and to all within 5 feet of the intruder
(maximum 5d8). This damage is acid, cold, fire, electricity, or
sonic (casters choice, made at time of casting). Those
affected can make Reflex saves to take half damage.
Spell Glyph: The character can store any harmful spell of up
to 3rd level that the character knows. All level-dependent
features of the spell are based on the character's level at the
time of casting. If the spell has targets, it targets the
intruder. If the spell has an area or an amorphous effect (such
as a cloud), the area or effect is centered on the intruder. If
the spell summons creatures, they appear as close as possible to
the intruder and attack. All saving throws operate as normal,
except that the DC is based on the level of the glyph.