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

It counts as an Abjuration spell as far as Spell Immunity is concerned.

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[]

  • Despite the description specifying "unauthorized or hostile creatures", Glyph of Warding will trigger on any creature, even party members.
  • While the description describes using it as a trap on a container, it may only be cast in unoccupied space, and in the heat of battle.
  • 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 lay more.

Mod content[]

Mods icon 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.

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External links[]

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