I'm picking new spells for my abjuration wizard, and I'm realizing that there's a lot of non-attack spells you can store in a Glyph of Warding. It's basically an expensive spell scroll you can't move, that only holds spells that affect a single creature or an area, and the spells don't require concentration. So it's pretty limited, but there are still some creative uses if you're willing to blow the 200 gp cost for each casting. For instance:
* If you have a semi-permanent home base, you can put a Teleportation Circle in a Glyph of Warding, activated with a password. Whenever you need to go from your home to another teleportation circle, you can activate it, and you'll still have your 5th level spell slot for the day.
* Just before you take a long rest in preparation for a day of fighting, you can store Darkvision, Water Breathing, or Mage Armor in a Glyph of Warding. You can activate all the glyphs the next day, getting the benefit of those spells (all of which last 8 hours) without having to expend that day's spell slots.
* If you have the chance to take an hour (or more) in a dungeon to cast Glyph of Warding, and you anticipate being in combat as soon as you're done, you can fill each glyph with Protection from Elements, Stoneskin, Invisibility, Fly, or some other helpful spell that lasts a few minutes to an hour and usually requires concentration. You're blowing a 3rd level slot (at least) for each casting, but it might be worth it to avoid concentration checks (and to have multiple buffs going at once).
* If you have an hour to prepare in a dungeon, and you think you can lure the right kind of creature into the glyph, then you can fill the glyph with either Magic Circle or Banishment. For Banishment, the affected creature gets a save; but if an extraplanar creature fails that save, they're gone for good (since the spell lasts for the full minute with no concentration needed). An inverted Magic Circle is even stronger; it works on more creature types, and there's no save! In addition to trying to use glyphs in a dungeon (always a risky proposition), you can also use them to fortify your wizard's personal stronghold. (Especially if you're worried about rival wizards sending demons your way.)
Any other combos I'm missing? I'm mostly interested in PHB-only spells, up through level 6, since my wizard is just level 10 and I generally only play Adventurers League.
* If you have a semi-permanent home base, you can put a Teleportation Circle in a Glyph of Warding, activated with a password. Whenever you need to go from your home to another teleportation circle, you can activate it, and you'll still have your 5th level spell slot for the day.
* Just before you take a long rest in preparation for a day of fighting, you can store Darkvision, Water Breathing, or Mage Armor in a Glyph of Warding. You can activate all the glyphs the next day, getting the benefit of those spells (all of which last 8 hours) without having to expend that day's spell slots.
* If you have the chance to take an hour (or more) in a dungeon to cast Glyph of Warding, and you anticipate being in combat as soon as you're done, you can fill each glyph with Protection from Elements, Stoneskin, Invisibility, Fly, or some other helpful spell that lasts a few minutes to an hour and usually requires concentration. You're blowing a 3rd level slot (at least) for each casting, but it might be worth it to avoid concentration checks (and to have multiple buffs going at once).
* If you have an hour to prepare in a dungeon, and you think you can lure the right kind of creature into the glyph, then you can fill the glyph with either Magic Circle or Banishment. For Banishment, the affected creature gets a save; but if an extraplanar creature fails that save, they're gone for good (since the spell lasts for the full minute with no concentration needed). An inverted Magic Circle is even stronger; it works on more creature types, and there's no save! In addition to trying to use glyphs in a dungeon (always a risky proposition), you can also use them to fortify your wizard's personal stronghold. (Especially if you're worried about rival wizards sending demons your way.)
Any other combos I'm missing? I'm mostly interested in PHB-only spells, up through level 6, since my wizard is just level 10 and I generally only play Adventurers League.