Glyph of Warding
(Abjuration-Alteration)


Level: c3
-
Range: T
-
Duration: P 
until discharged
Components: v.s.m
-
CT: Special
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Save: Special
Area: (25 square feet)*
-
-
MP: 12

Effect: A glyph of warding is a powerful inscription magically drawn to prevent unauthorized or hostile creatures from passing, entering, or opening.

It can be used to guard a small bridge,
ward an entry,
or as a trap on a chest or box.
When the spell is cast, the cleric weaves a tracery of faintly glowing lines around the warding sigil. <>
A maximum of a 5’ X 5’ area per level can be warded. [If 50 square feet or more this requires powdered diamond!]
When the spell is completed, the glyph and tracery become invisible,
but any creature touching the protected AREA without first speaking the name of the glyph the cleric has used to serve as a ward will
be subject to the magic it stores.
Typical glyphs shock for 2 points of electrical damage per level of the spell caster,
explode for a like amount of fire damage,
paralyze,
blind,
or even drain a life energy level (if the cleric is of high enough level to cast this glyph).

CT: For every square foot of area to be protected,
1 segment of time is required to trace the warding lines from the glyph,
plus the initial segment during which the sigil itself is traced.

Effect.Save
Saving throws apply, and will either reduce effects by one-half or negate them according to the glyph employed

MC: The cleric must use incense to trace this spell,
and then sprinkle the area with powdered diamond (at least 2,000 g.p. worth) if it exceeds 50 square feet.

DMG: If a cleric is on hand to determine that a glyph of warding is certainly in existence,
an associated magic-user can thereafter use an erase spell and possibly (50% + 2%/level of the m-u) remove the glyph.
As to the design and the names of glyphs of warding, design your own or use an encyclopedia to find interesting alphabets to use.
You may refer also to THE WORLD OF GREYHAWK for other runes and glyphs.
For example, here is one such series of glyphs, named.

[C4.22 : "24 points of electrical damage"]

As a detect traps spell will see the form of the glyph,
a cleric might believe he or she knows the name of the glyph from past experience, and try to - possibly with success.

"The altar stone and crystal service pieces are
protected by a special glyph of warding suitable to the place. They cannot be safely
touched unless the symbol of the Air Temple
is worn and the glyph name, whah-duh, is
spoken. Failure in either requirement causes
a whirlwind to suddenly form and spin from
the pit to the altar, inflicting 12 points of
damage to each creature within ten feet of
its path (save vs. spells to take half damage)."
- T1-4, area 210
 

Death Glyph (A1-4.88)
Terror Glyph (A1-4.88)
Frost Glyph (A1-4.88)

-
Q: What level does an AD&D cleric
have to be in order to cast a glyph of
warding that drains a level?

A: Since this glyph duplicates the effects of
a reversed restoration spell, the caster
must be at least a 16th-level cleric.
(145.10)

Q: Can a glyph of warding be cast
upon a portable object such as a
sword or sling bullet and used
offensively?

A: No. A glyph is a magical ward used to
protect an object. A glyph can be cast
upon a weapon, but it will be triggered
only when a creature touches the weapon,
not when the weapon strikes a creature.
(153.7)

ADQ: Can a glyph of warding be put on a
weapon's handle so anyone touching the
handle would take damage?
ADA: Yes. But note that the glyph must be
placed upon a surface area, not a volume,
and that the surface area must be solid (as
incense is used to trace the area to be
warded). (Polyhedron #21)

ADQ: How experienced must a cleric be
to cast a glyph of warding for paralysis or
energy drain?
ADA: Glyphs for these and other effects
may be CAST by clerics who can also CAST
spells with similar effects. Thus, for a glyph
of energy draining, the cleric must be 16th
or higher level. Treat paralysis as if a hold
person effect, thus castable by anyone who
can cast a glyph in the 1st place.
(Polyhedron #21)

Q. How experienced must a priest be to
CAST a glyph of warding for paralysis
or energy drain?
A. Glyphs for these and other effects
may be cast by priests who can also
cast spells with similar effects.  So,
for example, a glyph of energy draining
can only be cast by a priest of level
16 or higher (energy drain is the
reverse of the 7th level spell restoration).
Taking paralysis as the equivalent
of a hold person, means that
this effect is available to any priest
who can cast a glyph in the 1st
place.
(Imagine #25)
 
 














Glyphs of the Forgotten Realms
The glyphs of warding found in The
Nathlum reflect its evil nature. All may
be used only by those of evil alignments,
and will harm only those of good
alignments. Anyone of good alignment
may pass a glyph's location unharmed
by speaking its name or by destroying
the glyph. The passage of neutral or evil
characters will not trigger any of these
glyphs. They are as follows.

Zuth can be cast only by a cleric of 6th or higher level.

It is cast upon a door
or the frame of an opening; anyone of
good alignment passing through or
under the portal will suffer 2-12 points
of electrical damage arcing from side to
side of the frame at many points around
it, across the opening.

Yammas can be cast only by a cleric of 8th or higher level.

When activated,
from 11-18 screaming, chittering
mouths will appear all about the glyph,
and shoot forth on long (up to twenty
feet) snakelike necks to bite at the creature
activating the glyph. The victim
must save against each manifestation or
be struck by it, suffering 1-4 points of
damage. The fangs dig in, much as a
lamprey attacks, and the mouths drain
1 hit point of blood each per round
thereafter until they or the victim are
destroyed. Each can be severed by
inflicting 7 points of damage on it (as
long as at least the seventh point is
caused by an edged weapon), or by the
victim pulling free of its grasp. All are
AC7. Any character with a Strength of
16 or more is allowed to attempt saving
throws against three of the mouths
each round--if a particular save is successful,
the mouth's grip breaks, it does
not drain blood on that round, and it
shrinks back into the wall or hangs lifeless.
This glyph does not vanish after
one activation; it will retract its surviving
mouths and wait for the next victim,
u n t i l a l l t h e m o u t h s h a v e b e e n
destroyed.

Hlack can be cast only by a cleric of 9th or higher level.

This functions as a
magical barrier preventing those of
good alignment from passing. This barrier
of force will stand until the actual
area on which the glyph was cast is
destroyed, thus breaking the glyph or
until a knock, erase, or similar spell is
employed. Anyone of good alignment
will strike an invisible wall and suffer 1-
6 points of electrical damage. Further
contact with the barrier will cause 1-6
points of electrical damage per round
(no save).

Curtal can be cast only by a cleric of 10th or higher level.

Attempts to pass
this glyph will cause arms of fire to
burst from its three pointed ends and
strike the creature or creatures
attempting to pass, each arm doing 4-16
points of damage. Each arm of fire will
strike a different target if there are
three or more targets available; otherwise
two will strike the nearest target
and one another, or all three will strike
at a solitary target. (Save for half damage.)
Activation of this glyph always
alerts a guardian, sometimes summoning
a demon or devil to the spot instantly,
but more often warning spellcasters
or beast-keepers to ready their charges.
The glyph remains until erased, striking
out with its arms of flame every
time it is activated. Dispel magic will
cause one of the arms of fire to shrink
back and not strike for that activation.
In each round that creatures stand
before the glyph but do not speak its
name (i.e., not having passed it, but
within 15 feet), curtal will activate- so
slow-moving creatures could be struck
several times.

- The Nathlum