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Glyph of Warding

Magic Points:

4
Range:

Touch
AoE:

Special
Cast:

1
Duration:

Maintained
Damage:

Special
Occutism:

30%

Description:

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, to ward an entry, or as a trap on a chest or box.

The caster must set the conditions of the ward; typically any creature violating the warded area without speaking the name of the glyph is subject to the magic it stores. A successful POW check enables the creature to escape the effects of the glyph.

Glyphs can be set according to physical characteristics, such as creature type, size, and weight. Glyphs can also be set with respect to intent, or to pass those of the caster's religion. Multiple glyphs cannot be cast on the same area; although if a cabinet had three drawers, each could be separately warded.

When the spell is cast, the caster weaves a tracery of faintly glowing lines around the warding sigil. For every 5 square feet of area to be protected, two segments are required to trace the warding lines of the glyph. The area of affect is equal to the number of infused Weaves squared, in feet. The glyph can be placed to conform to any shape up to the limitations of the caster's total square footage. When the spell is completed, the glyph and tracery become invisible.

The caster traces the glyph with their finger while uttering the words of the spell.

Typical glyphs shock for 1d4 points of electrical damage per infused Weave, but may explode for a like amount of fire damage, paralyze, blind, deafen, and so forth. The Storyteller may allow any harmful spell effect to be used as a glyph, provided the caster is of sufficient level to cast the associated spell. Successful POW checks negate the deletorious effects. Glyphs cannot be affected or bypassed by such means as physical or magical probing, though they can be dispelled by magic and foiled by an Extreme Locksmith skill roll. Failure on the Locksmit skill roll results in the character suffering the full effect of the spell with no POW check.

The Storyteller may decide that the exact glyphs available to the caster depend on their known spells, and casters can learn new glyph effects by learning new spells.