Abjuration [warding]
Level Cleric 3
Components V, S, M
Casting Time 1 segment plus 1 segment per square foot
Range Touch
Area of Effect An area of up to 5-ft. by 5-ft. per caster level (5 square feet per caster level)
Duration Permanent until discharged
Save (Modified) save vs. Spell (see description)
This spell will protect an area, portal, or container with a warding.
This spell allows the caster to designate an area, portal or container to be warded by the spell, affecting any creature other than those specified by the spell (or following some ritual designated when the spell was first cast) when passing through the warded area or opening the warded container.
The caster must inscribe a specific glyph and tracings in and around the area, container, or opening that will define the area of its effect. A container must be of hard material (wood, metal, stone, etc.).
When complete, the glyph becomes invisible (and can be seen if a creature can see invisible and is moving in exploration mode).
The glyph detects as a trap with regard to the find traps spell (indicating the area or object warded) and this detection will show the caster the glyph.
A glyph of warding will detect as magic with regard to detect magic (but no special information is granted beyond what is normal for the spell and the glyph is not revealed).
Glyphs can be incorporated with spells that fool detection magic (per the GM; See Embellishments).
A magic-user that sees the glyph can make a DC 20 educated check to determine the type of glyph.
A spell caster of the same type as the inscriber that can see the glyph (not including any embellishments) can make a caster level check (versus 10 plus the caster level of the spell) to determine the type of glyph.
Clerics (only) that can see the glyph and who have interpreted it can make an opposed caster level check as a complex activity to bypass it for 1d4 rounds. This allows the cleric to suppress it for a brief time. No matter the result of the check, the cleric will not know whether the glyph is suppressed unless a find traps spell is used (the area, while suppressed will not detect as a trap).
Glyphs cannot be found by thieves (unless they can see invisible as per above) and cannot, in any case, be removed by thieves.
A glyph of warding can be dispelled. A successful erase spell (reverse of write) cast so that it targets the glyph will permanently remove a glyph.
Only one glyph can operate in an area or ward a single container at a time.
Any creature not named by the spell caster that enters the area or opens the container will trigger the glyph.
The spell can detect invisible, camouflaged, or hidden creatures. The spell cannot be fooled by illusion magic.
During casting, the caster can name specific creatures or can specify creature types/sub-types (or both) that won't trigger the spell. The caster will never trigger their own spell. The caster does not receive any special protection if caught within the blast area of their own blast glyph.
A creature using magic to assume a creature type (if such magic actually changes the creature type) will register as that and may not trigger the spell.
A creature on the ethereal plane will not trigger a glyph of warding unless it is embellished with a phase door or similar spell.
Once a glyph of warding is triggered, it is discharged (gone).
When a glyph is triggered, the caster will know it and will know which glyph was triggered.
There are two types of glyphs.
Blast Glyph. This glyph creates an energy-based blast affecting all in a 10-ft. radius of the creature triggering it as well as any others in the warded area. Those caught in the blast must make a Dexterity (Armor) save vs. Spell or take 2 points of energy damage per caster level (save for half). The energy damage is specified by the caster (acid, cold, electricity, or fire; Certain deities may grant force or sonic damage, per the GM).
Spell Glyph. This glyph allows a secondary spell to be added to the glyph and this spell is cast on one triggering creature. The only spells that can be paired with a spell glyph are cleric spells with a range of touch. The caster of the glyph must be the caster of the touch spell. The target (triggering creature) is considered to be automatically touched, but receives a save if any is normally applicable. Spells with the spell types [healing], [blessing], [enhancement], or Abjuration spells cannot be used with glyphs.
Embellishments. A glyph can be embellished with additional magic that attempts to obfuscate the glyph or it's nature. Examples are the addition of misdirection or nondetection to make the glyph resistant to detection or even a Wizard's mark to hide the true nature of the glyph (making it seem like a different glyph). The spells unreadable magic (reverse of read magic), false seeing (reverse of true seeing), or Wizard's trap may also be used. Other embellishment types may be allowed, per the GM. If another spell is added by the caster or another spell caster (who must be present when the glyph is inscribed), components must include rare and expensive paraphernalia equaling at least 1,000 g.p. per spell level of magic to be added.
Material Components. The caster must use a stick of burning incense to inscribe the glyph and trace the area. If the area exceeds 50-sq. feet, 2,000 g.p. worth of diamond dust must be used to anchor the tracings or the spell will fail. If embellishments are used, these are materials similar in nature to inscribing a scroll (although much costlier as certain religious relics must be used); The GM will determine the scarcity for each (each is consumed in the casting as is the dust used). Cost/Scarcity. 1 g.p. per stick/Common (diamond dust is rare).
Known Substitutions. None.