D&D 5E Glyph of Warding: Gain 2 concentration spells at once

Stalker0

Legend
The while abuse potential is probably pretty limited, but there is some interesting things you can do with Glyph of Warding.

There is nothing in the spell glyph that requires it to be harmful. You can have it cast a friendly buff on yourself when you enter the area. Further, the concentration for the spell is handling automatically...meaning you can maintain your own concentration and still get that spells effect.
 

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First part of the spell covers that. Can't speak for other folks, but I'd rule the glyph never triggers if the effect won't be harmful.

That's reasonable, but what about spells that are ambiguously harmful? Polymorph meets the qualifications for GoW (at higher levels), but could be positive or negative (obviously it would only be positive against certain monsters... or people that really, really like dolphins).

I think what's more important to note about GoW is that it has no range limit. The spell describes that the trigger for both the "surface" and "within an object" glyphs can be "approaching within a certain distance of the glyph." It has no limit on this. For the Explosive Runes, the effect is centered on the glyph itself; no big deal. For the Spell Glyph, though, the description says "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 summon hostile creatures or harmful objects or traps, they appear as close as possible to the intruder and attack it." Combine this with the range and precision of the trigger for the glyph, the fact that it can trigger up to 8th level spells (PC classes thus far only allow for 1 8th and 9th level spell to be castable at once, so far as I know, so 9th level spells are out of the question for now), and the fact that it lasts until dispelled or triggered and to its maximum duration of the spell, and there's a lot of variety available.

Now, I know that GoW is meant to be used for traps, but the possibility here is immense. If someone has the patience to keep setting up Glyphs with interesting triggers, you have an endless variety of traps and buffs. For example, let's say you're party is well aware that some specific powerful creature (Balor, etc.) is going to be assaulting whatever plane you're on. Oh, man, how ever can we prepare to defend ourselves? How about a GoW set to be triggered by that specific creature (add as much detail as you need to solidify that it will only target your enemy) when it approaches within 10,000,000,000 miles that triggers an inverted Magic Circle, and a second that triggers a Planar Binding spell when the first Glyph is triggered.
Eventually, your Balor assaults your plane, and immediately must attempt to avoid being put under your command.

OP pointed out the potential for this spell to maintain concentration on spells for you. I hadn't even considered the potential of GoW for buff spells, but when you consider, again the available triggers, you have a monster. The spell specifies that a password can allow creatures to bypass the spell, which implies, as I read it, that it could be triggered by a password. So, you set a bunch of glyphs with triggers that are set to you or allies saying specific words or phrases, and there's no limit to the buffs one could trigger with a one-word utterance. This is where I start making my wizard that triggers six GoW's that all trigger the six Enhance Ability options (Bull's Strength, Bear's Endurance, etc.) when he shouts "SHAZAM!" And as I wrote that, I realized that a seventh Glyph could be set to Thunderwave... Oh boy, I'm excited now!

Similarly, you could describe some enemy of yours, or even just some type of foe (e.g., evil Drow), that says a specific word or phrase. Trick your foe into saying the word and.... baboom!
 

Hiya.

First: The whole "harm" thing is important. I wouldn't let any "non-harmful" spell be used.

Second: Setting up "10 billion mile range" would work, but the spell that goes off comes from the glyph. So if the spell had a Range of 120', and the creature gated onto the planet the glyph was on...as long as that creature just happened to be within 120' of the glyph, he'd get affected. Otherwise...the creature is out of range.

Third: I believe it's one trigger per glyph...so you couldn't "SHAZAM!". Actually, you couldn't do the whole buff thing anyway, because it doesn't harm the trigerer.

Tricking your foe into saying a trigger word and centering a Meteor Swarm on his head, however, is perfectly valid. :)

^_^

Paul L. Ming
 

First: The whole "harm" thing is important. I wouldn't let any "non-harmful" spell be used.

Honestly, that's how I'd rule it. But, playing exactly as it's written, the "harms other creatures" bit is little more than flavor text. It clearly demonstrates the intent of the spell, but provides no limitations for using it as such.

Second: Setting up "10 billion mile range" would work, but the spell that goes off comes from the glyph. So if the spell had a Range of 120', and the creature gated onto the planet the glyph was on...as long as that creature just happened to be within 120' of the glyph, he'd get affected. Otherwise...the creature is out of range.
I see no reason why the spell would have to come from the glyph. The spell description itself suggest that, when using the spell to inscribe a glyph inside a closed object (chest, book, etc.), it's a good idea to use a trigger of "Approaching within some distance." If the spell were to come from the glyph, and would therefore be subject to typical line of effect rules, nearly all spells would fail because the glyph would go off inside the object - the Fireball would detonate inside the chest, the "Harm" would just try to rot the pages of the book, etc. As for range, well, the rather direct language of "it targets the creature" or "is centered on the creature" implies to me that the effect just happens. Under "Range" on pg. 203 of the PHB, it says "The target of a spell must be within the spell's range." Glyph of Warding defines the target of the Spell Glyph spell (Fireball, etc.), which sets the range of the spell.

Third: I believe it's one trigger per glyph...so you couldn't "SHAZAM!". Actually, you couldn't do the whole buff thing anyway, because it doesn't harm the trigerer.

I see no reason why it would only be one trigger to one glyph. Why not set multiple glyphs to the same word, of create a sentence out of them to activate them all in sequence? You could say, I suppose, that you couldn't keep defining the same trigger to each glyph without triggering the earlier glyphs, but a character with a couple levels in Sorcerer can use Subtle Metamagic to define the password or action without triggering them.

Tricking your foe into saying a trigger word and centering a Meteor Swarm on his head, however, is perfectly valid.

Unfortunately, I don't think Meteor Swarm qualifies. The spell glyph states that "The spell must target a single creature or an area." Meteor Swarm target four separate areas, no an area. Also, so far as I know, there's no way to put a 9th-level spell in a Glyph of Warding. It would require a character to have two 9th-level spell slots, which no class has thus far.

Again, I would never allow such uses in my games, nor would I use them as a player, but exactly as written... Madness! I would allow for special, character-focused uses, such as my Captain Marvel character above, but in general, I wouldn't allow it.
 

Plenty of harmful spells require Concentration, such as Hold Person, Stinking Cloud, Phantasmal Force, etc. Breaking the caster's concentration is one way to escape such a spell. If you put such a spell in a glyph, does it last its maximum duration? What about Witch Lock - does the glyph have an action to use, each round, to maintain the spell?

Phantasmal Force in a Glyph would become a reliable beast-killer trap. INT save, which most beasts won't make, and 1d6 per round for the full duration.
 

Honestly, that's how I'd rule it. But, playing exactly as it's written, the "harms other creatures" bit is little more than flavor text.

I don't believe there's "little more than flavor text" in RPGs. In M:tG there's a clear separation between rules text and flavor text; 4E, apparently, also tries to make that distinction clear, but this is not the case in 5E, as it is not the case in the majority of RPGs I've seen. I do believe that some rules are "harder" than others (there's no interpretation in "if you roll AC or higher, you hit"), but when a player is trying to subvert an important principle of the ruleset (no buff-stacking) by affirming that something clearly stated in the spell description is just flavor, what we have is a player trying to bend the rules to enable "cheat-mode".
 
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Plenty of harmful spells require Concentration, such as Hold Person, Stinking Cloud, Phantasmal Force, etc. Breaking the caster's concentration is one way to escape such a spell. If you put such a spell in a glyph, does it last its maximum duration?
I'd rule that physically altering the glyph has the same effect as breaking concentration.
 

The way I read the spell, it takes only one spell slot to create a Spell Glyph, to quote the text:
"You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph."

So, I don't see why a 9th level spell can't be put in a glyph as it should expend only one spell slot to create the glyph.
 

I would require a definition of "harmful" if I were going to require that any spell used with GoW meet that requirement. Without a standardized method for identifying 'harmful' spells versus non-'harmful', we're talking about house-rules.
 

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