Glyph Trap (5e Spell)

You cast a glowing pool of magic upon the ground by drawing a glyph with paint, or something that can mark a surface, that damages and hinders anyone who wanders through or is pushed into it.
Designate an unoccupied area to draw the glyph to receive the magical glyph which then hides the glyph from normal sight: anyone attempting to see the glyph must succeed on a Wisdom (Perception) check with a DC equal to your spell save DC (see invisibility or blindsight detect it automatically). Anyone other than you who steps onto the glyph's area of effect must succeed on a Constitution saving throw or take 1d4 force damage.
The trap dissipates immediately after it deals damage but leaves behind the drawn glyph, now visible by everyone, and unable to be active again until the glyph is entirely removed, which takes about a minute. You can't have more active glyphs than your proficiency modifier.

Glyph Trap
Abjuration cantrip
Casting time: 1 action
Range: 5 feet
Components: V, S, M (a few droplets of ink or paint)

This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Witchers cast this cantrip using the Yrden sign.


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