Glyph of Warding

A
Utility

Glyph of Warding is a Utility spell. Utility spells solve problems outside of combat or provide unique situational advantages.

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spell that hides a delayed blast or stored spell, turning floors and chests into
battlefield control

Glyph of Warding is a Battlefield Shaping spell. Battlefield Shaping spells alter terrain, create obstacles, introduce hazards, and affect enemy positioning.

See all Battlefield Shaping spells →
.

2024 Rules

Level & School
3rd-level abjuration
Casting Time
1 hour
Range
Touch
Components
V, S, M (powdered diamond worth 200+ GP, which the spell consumes)
Duration
Concentration, Until dispelled or triggered
Classes
Bard, Cleric, Wizard

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.

Using a Higher-Level Spell Slot. 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.

2014 Rules

Level & School
3rd-level abjuration
Casting Time
1 hour
Range
Touch
Components
V, S, M (incense and powdered diamond worth at least 200 gp, which the spell consumes)
Duration
Until dispelled or triggered
Classes
Bard, Cleric, Wizard

When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure 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 invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.

You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.

You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password.

When you inscribe the glyph, choose explosive runes or a spell glyph.

Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.

Glyph of Warding 5.5e 2024 vs. 5e 2014 edition differences

It now requires Concentration, even though its duration is still until triggered or dispelled. The hidden glyph is found with a Wisdom (Perception) check instead of Intelligence (Investigation). Explosive Rune is now a 20-foot-radius sphere for 5d8 acid/cold/fire/lightning/thunder on a Dex save. Spell Glyph is limited to a prepared spell of 3rd level or lower and now has the listed targeting rules.

Glyph of Warding popularity

Glyph of Warding is a seldom chosen level 3 spell. Choosing it adds a unique option to your spellbook.

Spells similar to Glyph of Warding

  • Symbol 7th-level abjuration

    It is an inscribed, long‑lasting ward that is triggered and can unleash harmful magical effects much like a stored glyph.

  • Alarm 1st-level abjuration

    Both create hidden, touch‑placed wards with customizable triggers to warn or react when intruders approach or interact.

  • Magic Mouth 2nd-level illusion

    You inscribe a concealed magical effect on an object or surface that waits for a specified trigger, paralleling the glyph’s setup and concealment.

  • Arcane Lock 2nd-level abjuration

    It’s a touch‑placed, persistent protective enchantment used to secure objects or doors, serving a similar defensive and area‑locking purpose.

  • Guards and Wards 6th-level abjuration

    This spell creates layered, long‑duration protections over a space to deter or impede intruders, like using glyphs to control access to an area.