Years ago I created a magical subset for my 3.5E Planescape game, inspired by the geometers from Al-Qadim. Forgive its length, but I present it for you now.
A glyph is a geometric shape charged with magical energy. The form and execution of a glyph taps into the essence of the multiverse. The more complicated the glyph, the more powerful its effect, from duplicating a spell to permanently altering reality. Some sages theorize that spells such as arcane mark, glyph of warding, mark of justice, and the magic circle spells are simplified forms of glyph magic, with verbal components substituted for physical skill. Others argue that glyphs form the basis for all magic, as somatic components are almost universally necessary spellcasting elements. Still others believe that glyphs, truenames, and magic form a triumvirate of symbology, verbiage, and energy that uphold the Rule of Threes and support the very nature of existence. While the theories are up for debate, the fact that glyph magic exists cannot be denied.
Glyph Classifications
There are three classifications of glyphs – transient, temporary, and permanent. Unless otherwise noted, a glyph is always clearly visible. A glyph can be identified with a successful Spellcraft check (DC 15 + the level of the spell or glyph). Metamagic feats (except for Still Spell) can be applied to spell glyphs just as they can be to regular spells.
Transient Glyph: A transient glyph is normally sketched in the air and triggers as soon as it is scribed. Scribing a transient glyph requires the Glyph Spell metamagic feat and a successful Craft (calligraphy) or Craft (painting) skill check. The time required to scribe a transient glyph is a standard action for specialty glyphs or the spell’s normal casting time. A transient glyph remains visible for the duration of its effect and then vanishes.
Temporary Glyph: A temporary glyph must be drawn on a surface and triggers when touched. Scribing a temporary glyph requires the Inscribe Glyph item creation feat, a successful Craft (calligraphy) or Craft (painting) skill check, and the appropriate tools (inkpen and ink, paintbrush and paint, etc). The time required to scribe a temporary glyph is 10 minutes. A temporary glyph remains visible for the duration of its effect and then vanishes. It is usable only once.
Permanent Glyph: A permanent glyph must be etched on a surface and triggers when preset conditions are met. Scribing a permanent glyph requires the Inscribe Glyph item creation feat, a successful Craft skill check for the appropriate surface (gemcutting, metalworking, stonecarving, woodcarving) or a Profession (tattoo artist) skill check if scribing on a creature, and the appropriate tools. The time required to scribe a permanent glyph is 10 minutes per spell or glyph level. A permanent glyph glows for the duration of its effect. Unless otherwise specified, a permanent glyph may be activated only once per day.
GLYPH SPELL [metamagic]
You can scribe transient glyphs.
Prerequisite: Int 13+, the appropriate Craft skill.
Benefit: You can scribe transient specialty glyphs. In addition, you can cast any spell you have prepared as a transient glyph. A spell cast in this manner has somatic components but no verbal components. You must have prepared the spell to be scribed and must provide any material components or foci the spell requires. If casting the spell would reduce your XP total, you pay the cost upon beginning the glyph. Likewise, material components are consumed when you begin scribing, but foci are not. Scribing a glyph expends the prepared spell, making it unavailable for casting until you rest and regain spells.
Casting a glyph spell requires an appropriate Craft check against a DC of 20 + the level of the spell. A failed Craft check means the spell fails.
Special: This feat may be taken by a character with no spellcasting ability.
The arcane spell failure chance for wearing armor applies to any glyph spell, even if divine.
INSCRIBE GLYPH [item creation]
You can scribe temporary and permanent glyphs.
Prerequisites: Glyph Spell, 3rd-level or higher spellcaster.
Benefit: You can scribe temporary and permanent specialty glyphs. In addition, you can cast any spell you have prepared as a temporary or permanent glyph. You must have prepared the spell to be scribed and must provide any material components or foci the spell requires. If casting the spell would reduce your XP total, you pay the cost upon beginning the glyph. Likewise, material components are consumed when you begin scribing, but foci are not. Scribing a glyph expends the prepared spell, making it unavailable for casting until you rest and regain spells.
Scribing a glyph requires an appropriate Craft or Profession check against a DC of 20 + the level of the spell. A failed Craft or Profession check means the spell fails.
A single object of Medium size or smaller can hold only one glyph. Larger objects can hold one glyph per 5-foot square of surface area.
A temporary glyph has a base price of the spell or glyph level x caster level x 100 gp (a 0-level spell counts as ½ level). A permanent glyph has a base price of the spell or glyph level x caster level x 1,000 gp (a 0-level spell counts as ½ level). You must spend 1/25 of the base price in XP and use up raw materials costing half the base price. A glyph’s market value equals its base price.
Glyphs and Magic
For all intents and purposes, a glyph is considered a spell-like effect. Transient and temporary glyphs are destroyed by a successful dispel magic check, while permanent glyphs are suppressed for 1d4 rounds. An erase spell automatically destroys a glyph regardless of its level, classification, or the substance upon which it is inscribed.
Specialty Glyphs
There are fundamental glyphs that have effects extending beyond duplicating spells. These specialty glyphs are highly prized by knowledgeable individuals, as they bend the laws of the multiverse and make the impossible possible. Learning a specialty glyph requires a certain degree of intelligence and worldly experience. Scribing a specialty glyph requires either the Glyph Spell metamagic feat or the Inscribe Glyph item creation feat, a successful Craft or Profession skill check (as appropriate), and the necessary tools (if any).
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Specialty Glyphs
[/TD] Marker Glyphs
Called g’ld by glyphscribes, marker glyphs reveal information to those who can discern their meaning. G’ld can be scribed invisibly if desired, and their presence is revealed by detect magic or similar abilities.
Sense Glyphs
Called thlth, sense glyphs reveal or transmit information. They can be scribed invisibly if desired, and their presence is revealed by detect magic.
Receiving Glyphs
Receiving glyphs are called thnn, and they bring energy or objects to their location. Thnn can be scribed invisibly if desired, and their presence is revealed by detect magic. All thnn are essentially magical traps (even those with beneficial effects) triggered by touch and targeting the creature activating it.
Calling Glyphs
Calling glyphs, referred to as stt, summon creatures to their location.
Deception Glyphs
Khlms are deception glyphs, which conceal the truth in some way, shape, or form.
Warding Glyphs
Called rha’, warding glyphs provide protection to places, objects, and creatures.
Passage Glyphs
Passage glyphs are called rr’ka, and they provide access through specific substances.
Portal Glyphs
Portal glyphs, referred to as p’ki, create portals or activate existing ones.
Time Glyphs
Sh’a are time glyphs, distorting temporal reality.
A glyph is a geometric shape charged with magical energy. The form and execution of a glyph taps into the essence of the multiverse. The more complicated the glyph, the more powerful its effect, from duplicating a spell to permanently altering reality. Some sages theorize that spells such as arcane mark, glyph of warding, mark of justice, and the magic circle spells are simplified forms of glyph magic, with verbal components substituted for physical skill. Others argue that glyphs form the basis for all magic, as somatic components are almost universally necessary spellcasting elements. Still others believe that glyphs, truenames, and magic form a triumvirate of symbology, verbiage, and energy that uphold the Rule of Threes and support the very nature of existence. While the theories are up for debate, the fact that glyph magic exists cannot be denied.
Glyph Classifications
There are three classifications of glyphs – transient, temporary, and permanent. Unless otherwise noted, a glyph is always clearly visible. A glyph can be identified with a successful Spellcraft check (DC 15 + the level of the spell or glyph). Metamagic feats (except for Still Spell) can be applied to spell glyphs just as they can be to regular spells.
Transient Glyph: A transient glyph is normally sketched in the air and triggers as soon as it is scribed. Scribing a transient glyph requires the Glyph Spell metamagic feat and a successful Craft (calligraphy) or Craft (painting) skill check. The time required to scribe a transient glyph is a standard action for specialty glyphs or the spell’s normal casting time. A transient glyph remains visible for the duration of its effect and then vanishes.
Temporary Glyph: A temporary glyph must be drawn on a surface and triggers when touched. Scribing a temporary glyph requires the Inscribe Glyph item creation feat, a successful Craft (calligraphy) or Craft (painting) skill check, and the appropriate tools (inkpen and ink, paintbrush and paint, etc). The time required to scribe a temporary glyph is 10 minutes. A temporary glyph remains visible for the duration of its effect and then vanishes. It is usable only once.
Permanent Glyph: A permanent glyph must be etched on a surface and triggers when preset conditions are met. Scribing a permanent glyph requires the Inscribe Glyph item creation feat, a successful Craft skill check for the appropriate surface (gemcutting, metalworking, stonecarving, woodcarving) or a Profession (tattoo artist) skill check if scribing on a creature, and the appropriate tools. The time required to scribe a permanent glyph is 10 minutes per spell or glyph level. A permanent glyph glows for the duration of its effect. Unless otherwise specified, a permanent glyph may be activated only once per day.
GLYPH SPELL [metamagic]
You can scribe transient glyphs.
Prerequisite: Int 13+, the appropriate Craft skill.
Benefit: You can scribe transient specialty glyphs. In addition, you can cast any spell you have prepared as a transient glyph. A spell cast in this manner has somatic components but no verbal components. You must have prepared the spell to be scribed and must provide any material components or foci the spell requires. If casting the spell would reduce your XP total, you pay the cost upon beginning the glyph. Likewise, material components are consumed when you begin scribing, but foci are not. Scribing a glyph expends the prepared spell, making it unavailable for casting until you rest and regain spells.
Casting a glyph spell requires an appropriate Craft check against a DC of 20 + the level of the spell. A failed Craft check means the spell fails.
Special: This feat may be taken by a character with no spellcasting ability.
The arcane spell failure chance for wearing armor applies to any glyph spell, even if divine.
INSCRIBE GLYPH [item creation]
You can scribe temporary and permanent glyphs.
Prerequisites: Glyph Spell, 3rd-level or higher spellcaster.
Benefit: You can scribe temporary and permanent specialty glyphs. In addition, you can cast any spell you have prepared as a temporary or permanent glyph. You must have prepared the spell to be scribed and must provide any material components or foci the spell requires. If casting the spell would reduce your XP total, you pay the cost upon beginning the glyph. Likewise, material components are consumed when you begin scribing, but foci are not. Scribing a glyph expends the prepared spell, making it unavailable for casting until you rest and regain spells.
Scribing a glyph requires an appropriate Craft or Profession check against a DC of 20 + the level of the spell. A failed Craft or Profession check means the spell fails.
A single object of Medium size or smaller can hold only one glyph. Larger objects can hold one glyph per 5-foot square of surface area.
A temporary glyph has a base price of the spell or glyph level x caster level x 100 gp (a 0-level spell counts as ½ level). A permanent glyph has a base price of the spell or glyph level x caster level x 1,000 gp (a 0-level spell counts as ½ level). You must spend 1/25 of the base price in XP and use up raw materials costing half the base price. A glyph’s market value equals its base price.
Glyphs and Magic
For all intents and purposes, a glyph is considered a spell-like effect. Transient and temporary glyphs are destroyed by a successful dispel magic check, while permanent glyphs are suppressed for 1d4 rounds. An erase spell automatically destroys a glyph regardless of its level, classification, or the substance upon which it is inscribed.
Specialty Glyphs
There are fundamental glyphs that have effects extending beyond duplicating spells. These specialty glyphs are highly prized by knowledgeable individuals, as they bend the laws of the multiverse and make the impossible possible. Learning a specialty glyph requires a certain degree of intelligence and worldly experience. Scribing a specialty glyph requires either the Glyph Spell metamagic feat or the Inscribe Glyph item creation feat, a successful Craft or Profession skill check (as appropriate), and the necessary tools (if any).
Glyph Level | Caster Level | Glyph Type | Glyph Name | DC 10 + Glyph Level | DC 15 + Glyph Level | DC 20 + Glyph Level | DC 25 + Glyph Level | DC 30 + Glyph Level |
1 | 1 | Marker | G’ld | G’lda | G’lde | G’ldi | G’ldo | G’ldu |
2 | 3 | Sense | Thlth | Thltha | Thlthe | Thlthi | Thltho | Thlthu |
3 | 5 | Receiving | Thnn | Thnna | Thnne | Thnni | Thnno | Thnnu |
4 | 7 | Calling | Stt | Stta | Stte | Stti | Stto | Sttu |
5 | 9 | Deception | Khlms | Khlmsa | Khlmse | Khlmsi | Khlmso | Khlmsu |
6 | 11 | Warding | Rha’ | Rha’a | Rha’e | Rha’i | Rha’o | Rha’u |
7 | 12 | Passage | Rr’ka | Rr’kaa | Rr’kae | Rr’kai | Rr’kao | Rr’kau |
8 | 15 | Portal | P’ki | P’kia | P’kie | P’kii | P’kio | P’kiu |
9 | 17 | Time | Sh’a | Sh’aa | Sh’ae | Sh’ai | Sh’ao | Sh’au |
Called g’ld by glyphscribes, marker glyphs reveal information to those who can discern their meaning. G’ld can be scribed invisibly if desired, and their presence is revealed by detect magic or similar abilities.
- G’lda: This marker glyph duplicates the effects of an arcane mark spell. A successful DC 10 Spellcraft check identifies the individual who inscribed the glyph. A g’lda can be temporary or permanent.
- G’lde: This marker glyph identifies the true nature of a creature or object. When scribed on a creature, a successful DC 15 Spellcraft check reveals the creature’s type and alignment. When scribed on an object, a successful DC 15 Spellcraft check reveals the object’s alignment and magical auras (if any). A g’lde can be transient, temporary, or permanent.
- G’ldi: This marker glyph broadcasts the true intent of a creature or object to its scriber. A g’ldi grants the scriber a +5 circumstance bonus to initiative opposing the glyph’s bearer in combat. The scriber also gains a +5 circumstance bonus on Bluff, Diplomacy, and Intimidate skill checks against the glyph bearer, as he can tell when the bearer is trusting, friendly, afraid, etc. When scribed on an object, a g’ldi broadcasts to the scriber when the object is moving, when it is the source of an active magical effect, and when it is the target of an active magical effect. Both the object and the scriber must be on the same plane. A g’ldi can only be permanent.
- G’ldo: This marker glyph broadcasts the bearer’s location to its scriber. As long as both the scriber and the glyph are on the same plane, the scriber knows the general location of the glyph (distance and direction). In combat, it is a move action for the scriber to pinpoint the glyph’s exact location. This does not negate any miss chance the scriber may have due to invisibility or concealment. A g’ldo can only be permanent.
- G’ldu: This marker glyph broadcasts the bearer’s location anywhere in the multiverse to its scriber. As a full-round action, the scriber can see the glyph and its surroundings as if using greater scrying. A g’ldu can only be permanent.
Sense Glyphs
Called thlth, sense glyphs reveal or transmit information. They can be scribed invisibly if desired, and their presence is revealed by detect magic.
- Thltha: This sense glyph duplicates the effects of a detect secret doors spell, except its area covers a 30-ft-radius sphere. A thltha can be transient, temporary, or permanent.
- Thlthe: This sense glyph duplicates the effects of a detect thoughts spell, except that its area covers a 30-ft-radius sphere. A thlthe can be transient, temporary, or permanent.
- Thlthi: This sense glyph duplicates the effects of a clairaudience/clairvoyance spell, except that the spot where the glyph is scribed becomes the sensor’s stationary position, and the scriber can receive information from it as a move action whenever within range. A thlthi can be temporary or permanent.
- Thltho: This sense glyph alerts its scriber when a living creature is within 30 feet. As a full-round action, the scriber may concentrate and duplicate the effects of a sending spell. A thltho can be temporary or permanent.
- Thlthu: This sense glyph combines all the effects of the lesser sense glyphs. A thlthu can be temporary or permanent.
Receiving Glyphs
Receiving glyphs are called thnn, and they bring energy or objects to their location. Thnn can be scribed invisibly if desired, and their presence is revealed by detect magic. All thnn are essentially magical traps (even those with beneficial effects) triggered by touch and targeting the creature activating it.
- Thnna: This receiving glyph duplicates the effects of a magic missile spell. A thnna can be temporary or permanent, and it can be activated once every 5 hours.
- Thnne: This receiving glyph duplicates the effects of a cure serious wounds spell. A thnne can be temporary or permanent, and it can be activated once every 5 hours.
- Thnni: This receiving glyph duplicates the effects of a Drawmij’s instant summons spell, with the following changes. First, any object to be received must have a g’lda. If the g’lda is temporary, the object can be received only once. Second, the object is received performing the function for which it was designed. Examples: A weapon or handheld object appears in one of the activator’s empty hands (or falls to ground if his hands are empty); manacles appear binding the activator’s limbs; a net appears covering the activator. Third, if the activator is the creator of the g’lda, he can dismiss the object back to its original location. A thnni can be temporary or permanent, and it can be activated once per round.
- Thnno: This receiving glyph duplicates the effects of a wall of fire spell in ring form. The scriber of the glyph chooses which side of the wall radiates heat. A thnno can be temporary or permanent, and it can be activated once per day.
- Thnnu: This receiving glyph duplicates the effects of a forcecage spell. The scriber of the glyph chooses whether the walls are barred or solid. A thnnu can be temporary or permanent, and it can be activated once per day.
Calling Glyphs
Calling glyphs, referred to as stt, summon creatures to their location.
- Stta: This calling glyph duplicates the effects of a summon monster III spell with the following changes. First, the creature to be called must be marked with a g’lde. If the g’lde is temporary, the creature can be called only once. Second, the creature is under no obligation to obey the ssta scriber (if present). Third, the creature is not returned to its original location. A stta can be temporary or permanent, and it can be activated once per round.
- Stte: This calling glyph duplicates the effects of a summon monster IV spell with the following changes. First, the creature to be called must be marked with a g’lde. If the g’lde is temporary, the creature can be called only once. Second, the creature is under no obligation to obey the ssta scriber (if present). Third, the creature is not returned to its original location. A stta can be temporary or permanent, and it can be activated once per round.
- Stti: This calling glyph duplicates the effects of a summon monster V spell with the following changes. First, the creature to be called must be marked with a g’lde. If the g’lde is temporary, the creature can be called only once. Second, the creature is under no obligation to obey the ssta scriber (if present). Third, the creature is not returned to its original location. A stta can be temporary or permanent, and it can be activated once per round.
- Stto: This calling glyph duplicates the effects of a summon monster VI spell with the following changes. First, the creature to be called must be marked with a g’lde. If the g’lde is temporary, the creature can be called only once. Second, the creature is under no obligation to obey the ssta scriber (if present). Third, the creature is not returned to its original location. A stta can be temporary or permanent, and it can be activated once per round.
- Sttu: This calling glyph duplicates the effects of a summon monster VII spell with the following changes. First, the creature to be called must be marked with a g’lde. If the g’lde is temporary, the creature can be called only once. Second, the creature is under no obligation to obey the ssta scriber (if present). Third, the creature is not returned to its original location. A stta can be temporary or permanent, and it can be activated once per round.
Deception Glyphs
Khlms are deception glyphs, which conceal the truth in some way, shape, or form.
- Khlmsa: This deception glyph duplicates the effects of a displacement spell. A khlmsa can be temporary or permanent, and it can be activated once per day.
- Khlmse: This deception glyph duplicates the effects of an illusory wall spell. A khlmse can be temporary or permanent, and it can be activated once per round.
- Khlmsi: This deception glyph duplicates the effects of a greater invisibility spell. A khlmsi can be temporary or permanent, and it can be activated once per 9 hours.
- Khlmso: This deception glyph duplicates the effects of a persistent image spell. A khlmsi can be temporary or permanent, and once activated its effects remain until dispelled or the glyph is destroyed.
- Khlmsu: This deception glyph duplicates the effects of a mirage arcana spell. A khlmsu can be temporary or permanent, and once activated its effects remain until dispelled or the glyph is destroyed.
Warding Glyphs
Called rha’, warding glyphs provide protection to places, objects, and creatures.
- Rha’a: This warding glyph duplicates the effects of a lesser globe of invulnerability spell. A rha’a can be temporary or permanent, and it can be activated once per day.
- Rha’e: This warding glyph duplicates the effects of a spell immunity spell. A rha’e can be temporary or permanent, and it can be activated once per day.
- Rha’i: This warding glyph duplicates the effects of a Mordenkainen’s private sanctum spell. A rha’i can be temporary or permanent, and once activated its effects remain until dispelled or the glyph is destroyed.
- Rha’o: This warding glyph duplicates the effects of a stoneskin spell. A rha’o can be temporary or permanent, and it can be activated once per day.
- Rha’u: This warding glyph duplicates the effects of a spell turning spell. A rha’u can be temporary or permanent, and it can be activated once per day.
Passage Glyphs
Passage glyphs are called rr’ka, and they provide access through specific substances.
- Rr’kaa: This passage glyph duplicates the effects of an air walk spell. An rr’kaa can be temporary or permanent, and it can be activated once per hour.
- Rr’kae: This passage glyph duplicates the effects of a passwall spell, but it applies only to wood. An rr’kae can be temporary or permanent, and it can be activated once per round.
- Rr’kai: This passage glyph duplicates the effects of a passwall spell, but it applies only to earth or stone. An rr’kae can be temporary or permanent, and it can be activated once per round.
- Rr’kao: This passage glyph duplicates the effects of a passwall spell, but it applies only to metal. An rr’kae can be temporary or permanent, and it can be activated once per round.
- Rr’kau: This passage glyph duplicates the effects of an ethereal jaunt spell. A rr’kau can be temporary or permanent, and it can be activated once per hour.
Portal Glyphs
Portal glyphs, referred to as p’ki, create portals or activate existing ones.
- P’kia: This portal glyph substitutes as a known portal key. A p’kia must always be transient.
- P’kie: This portal glyph must be paired with a p’kie at another location. When activated, it instantly transports the activator to the new location. A p’kie must always be permanent.
- P’kii: This portal glyph duplicates the effects of a plane shift spell. A p’kii can be temporary or permanent, and it can be activated once per round.
- P’kio: This portal glyph substitutes for any portal key, whether known or unknown. A p’kio must always be transient.
- P’kiu: This portal glyph duplicates the effects of a gate spell in planar travel form. A p’kiu can be temporary or permanent, and it can be activated once per round.
Time Glyphs
Sh’a are time glyphs, distorting temporal reality.
- Sh’aa: This time glyph duplicates the effects of a raise dead spell. A sh’aa can be temporary or permanent. It can be activated once per day.
- Sh’ae: This time glyph duplicates the effects of an enervation spell targeting the activator and imposes 4 negative levels. A sh’ae can be temporary or permanent. It can be activated once per round.
- Sh’ai: This time glyph duplicates the effects of a resurrection spell. A sh’ai can be temporary or permanent. It can be activated once per week.
- Sh’ao: This time glyph duplicates the effects of a temporal stasis spell. A sh’ao can only be permanent. It can be activated once per round.
- Sh’au: This time glyph duplicates the effects of a true resurrection spell. A sh’au can be temporary or permanent. It can be activated once per month.