Spell Book

The spells on this page are brought up to 5th edition rules in accordance with the SRD 5.2.1 rules. If there are any inconsistencies or layout issues go to the about us page to find contact information.

Acid Arrow Acid Splash Aid Alarm Alter Self Animal Friendship Animal Messenger Animal Shapes Animate Dead Animate Objects Antilife Shell Antimagic Field Antipathy/Sympathy Arcane Eye Arcane Hand Arcane Lock Arcane Sword Arcanist’s Magic Aura Astral Projection Augury Aura of Life Awaken Bane Banishment Barkskin Beacon of Hope Befuddlement Bestow Curse Black Tentacles Blade Barrier Bless Blight Blindness/Deafness Blink Blur Burning Hands Call Lightning Calm Emotions Chain Lightning Charm Monster Charm Person Chill Touch Chromatic Orb Circle of Death Clairvoyance Clone Cloudkill Color Spray Command Commune Commune with Nature Comprehend Languages Compulsion Cone of Cold Confusion Conjure Animals Conjure Celestial Conjure Elemental Conjure Fey Conjure Minor Elementals Conjure Woodland Beings Contact Other Plane Contagion Contingency Continual Flame Control Water Control Weather Counterspell Create Food and Water Create or Destroy Water Create Undead Creation Cure Wounds Dancing Lights Darkness Darkvision Daylight Death Ward Delayed Blast Fireball Demiplane Detect Evil and Good Detect Magic Detect Poison and Disease Detect Thoughts Dimension Door Disguise Self Disintegrate Dispel Evil and Good Dispel Magic Dissonant Whispers Divination Divine Favor Divine Smite Divine Word Dominate Beast Dominate Monster Dominate Person Dragon’s Breath Dream Druidcraft Earthquake Eldritch Blast Elementalism Enhance Ability Enlarge/Reduce Ensnaring Strike Entangle Enthrall Etherealness Expeditious Retreat Eyebite Fabricate Faerie Fire Faithful Hound False Life Fear Feather Fall Feeblemind Find Familiar Find Steed Find the Path Find Traps Finger of Death Fire Bolt Fire Storm Fireball Fire Shield Flame Blade Flame Strike Flaming Sphere Flesh to Stone Floating Disk Fly Fog Cloud Forbiddance Forcecage Foresight Freedom of Movement Freezing Sphere Gaseous Form Gate Geas Gentle Repose Giant Insect Glibness Globe of Invulnerability Glyph of Warding Goodberry Grease Greater Invisibility Greater Restoration Guardian of Faith Guards and Wards Guidance Guiding Bolt Gust of Wind Hallow Hallucinatory Terrain Harm Haste Heal Healing Word Heat Metal Hellish Rebuke Heroes' Feast Heroism Hex Hideous Laughter Hold Monster Hold Person Holy Aura Hunter's Mark Hypnotic Pattern Ice Knife Ice Storm Identify Illusory Script Imprisonment Incendiary Cloud Inflict Wounds Irresistible Dance Invisibility Jump Knock Legend Lore Lesser Restoration Levitate Light Lightning Bolt Locate Animals or Plants Locate Creature Locate Object Longstrider Mage Armor Mage Hand Magic Circle Magic Jar Magic Missile Magic Mouth Magic Weapon Magnificent Mansion Major Image Mass Cure Wounds Mass Heal Mass Healing Word Mass Suggestion Maze Meld into Stone Mending Message Meteor Swarm Mind Blank Minor Spike Minor Illusion Mirage Arcane Mirror Image Mislead Misty Step Modify Memory Moonbeam Move Earth Nondetection Passwall Pass without Trace Phantasmal Force Phantasmal Killer Phantom Steed Planar Ally Planar Shift Plane Shift Plant Growth Poison Spray Polymorph Power Word Heal Power Word Kill Power Word Stun Prayer of Healing Prestidigitation Prismatic Spray Prismatic Wall Private Sanctum Produce Flame Programmed Illusion Project Image Protection from Energy Protection from Evil and Good Protection from Poison Purify Food and Drink Raise Dead Ray of Enfeeblement Ray of Frost Regenerate Ray of Sickness Reincarnate Remove Curse Resilient Sphere Resistance Resurrection Reverse Gravity Revivify Rope Trick Sacred Flame Sanctuary Scorching Ray Scrying Searing Smite Secret Chest See Invisibility Seeming Sending Sequester Shapechange Shatter Shield Shield of Faith Shillelagh Shining Smite Shocking Grasp Silence Silent Image Simulacrum Sleep Sleet Storm Slow Sorcerous Burst Spare the Dying Speak with Animals Speak with Dead Speak with Plants Spider Climb Spike Growth Spirit Guardians Spiritual Weapon Starry Wisp Stinking Cloud Stone Shape Stoneskin Storm of Vengeance Suggestion Summon Dragon Sunbeam Sunburst Symbol Telekinesis Telepathic Bond Teleport Teleportation Circle Thaumaturgy Thunderwave Time Stop Tiny Hut Tongues Transport via Plants Tree Stride True Polymorph True Resurrection True Seeing True Strike Tsunami Unseen Servant Vampiric Touch Vicious Mockery Vitriolic Sphere Wall of Fire Wall of Force Wall of Ice Wall of Stone Wall of Thorns Warding Bond Water Breathing Water Walk Web Weird Wind Walk Wind Wall Wish Witch Bolt Word of Radiance Word of Recall Wrathful Smite Yolande's Regal Presence Zone of Truth

Glyph of Warding

Level: 3 | School: Abjuration

Casting Time: 1 Hour
Range: Touch
Duration: Until Dispelled or Triggered
Components: V,S,M


Description

You inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor) or within an object that can be closed (such as a book or chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. The glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice. When you inscribe the glyph, you set its trigger and choose whether it’s an explosive rune or a spell glyph, as explained below. Set the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common triggers include opening that object or seeing the glyph. Once a glyph is triggered, this spell ends. You can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect Aberrations). You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password. Explosive Rune. When triggered, the glyph erupts with magical energy in a 20-foot-radius Sphere centered on the glyph. Each creature in the area makes a Dexterity saving throw. A creature takes 5d8 Acid, Cold, Fire, Lightning, or Thunder damage (your choice when you create the glyph) on a failed save or half as much damage on a successful one. Spell Glyph. You can store a prepared spell of level 3 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 takes effect. 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

The damage of an explosive rune increases by 1d8 for each spell slot level above 3. If you create a spell glyph, you can store any spell of up to the same level as the spell slot you use for the Glyph of Warding.

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