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Glyph of Warding is a 3rd level priest spell only usable by cleric and paladin classes. It creates a magically-drawn inscription that will explode when a creature is near, applying electricity damage to any creatures in the area of effect.

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. Any creature violating the warded area is subject to the magic it stores, although a successful Saving Throw vs. Spell enables the creature to escape the effects of the glyph. When the spell is cast, the priest weaves a tracery of faintly glowing lines around the warding sigil. When the glyph is activated, it deals 1d4 points of electrical damage per level of the caster.

Gameplay[]

The caster selects a point on the area map where the glyph shall be placed, using the targeting cursor to designate the spot and "clicking"/selecting it.

Once the spell casting is finished, a glowing disc speeds from the caster to the point and is set at that specific spot, glowing in alternating colors.

The glowing disc shaped glyph remains at that spot, and once placed can't be cancelled/aborted by the caster, nor can it be removed by a Dispel Magic effect.

Any creature that is near enough to the glyph (about 12 deet) will trigger the warding effect, which is rendered on the map as a shattering disc exploding into colored fragments.

All creatures in the explosion area are exposed to the spell's effects, including the caster and party if they are in the proximity distance.

The spell inflicts a variable quantity of Electricity damage to any creature, based on the caster's priest level, ranging between 6 to 18d4 damage - although a Saving throw versus Spell is allowed to resist/avoid the damage.

This spell's effects can be potentially blocked by Magic resistance, and a Spell Immunity: Abjuration will protect against it completely.

A creature protected by Minor Globe of Invulnerability or Globe of Invulnerability won't be hurt by this spell - and creatures with innate spell Power level protections such as Demogorgon, a Lich or a Rakshasa will also not be affected.

The Cloak of Mirroring will also deflect this glyph's damage.

As with all "trap" type spells, Glyph of Warding will never expire, even if the area is left and reloaded; this allows the caster to "lay" multiple glyphs, rest, and then continue to place more.

Trivia[]

The Advanced Dungeons and Dragons 2nd Edition has two Priest spells that apply a version of Glyph of Warding.

The Glyph of Warding - Telatha, also known as "Morninglow" is common for priests of Lathander; oth­erwise, uncommon in the Forgotten Realms set­ting, and barred to non-good priests. When triggered, Telatha explodes with the intense brightness of the rising sun, automatically stunning the creature that triggered it for one round. The triggering creature is also permanently blinded unless it makes a successful saving throw vs. spell.

The other glyph spell is more generally used in the PnP ruleset and shares some similarities with the BG video game spell version, but the priest 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, meaning that the spell is not one that usually will automatically harm the caster of the glyph, contrary to the video game spell implementation.

This warding has many sub rules, different applications, caveats, disarming rules and expanded effects and different possible triggering conditions that might be included in the warding. See the external link below for further reading.

Gallery[]

Mod content[]

This section is about unofficial content that is only available via fan-made mods.

Spell Revisions mod has changed this Divine spell, revising its description, area of effect, casting time, saving throw and scaling. See below:

Glyph of Warding
Level: 3
School: Abjuration
Sphere: Guardian
Range: Short
Duration: Special
Casting Time: 5
Area of Effect: 20’ radius
Saving Throw: Breath half

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. Any enemy violating the warded area will trigger the trap. When the spell is cast, the priest weaves a tracery of faintly glowing lines around the warding sigil. When a hostile creature comes within 15 feet of the glyph, it is triggered and explodes, damaging every enemy within a 20-foot radius. The damage inflicted is equal to 1d4 points of electrical damage per level of the caster (up to a maximum of 10d4). Those who a roll successful saving throw vs. breath will receive only half damage. This spell will not harm party members.

Note: This spell is usable by Cleric/Paladin classes only.
Note:With SR installed, the glyph is now a 'party friendly' spell - fixing the original spell to match the description.

The following new SR mod level 2 divine spell is available for Druid/Ranger/Shaman classes:

Fire Trap
Level: 2
School: Abjuration
Sphere: Elemental (Fire)
Range: Short
Duration: Special
Casting Time: 5
Area of Effect: 20’ radius
Saving Throw: Breath half

This powerful trap harms those who enter, pass, or open the selected area or object. It can be used to guard a small bridge, to ward an entry, or as a trap on a chest or box. Any enemy violating the selected area will trigger the trap. When the spell is cast, the druid weaves a tracery of faintly glowing lines around the warding sigil. When a hostile creature comes within 15 feet of the trap, it is triggered and explodes, damaging every enemy within a 20-foot radius. The damage inflicted is equal to 1d4 points of fire damage per level of the caster (up to a maximum of 10d4). Those who a roll successful saving throw vs. breath will receive only half damage. This spell will not harm party members.

Gallery[]

External links[]

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