D&D 5E Glyph of Warding

DM-Rocco

Explorer
Glyph of Warding says, "If the surface or object is moved more than 10 feet from where you cast the spell, the Glyph is broken, and the spell ends without being triggered."

So if you cast the spell on a flagstone in the ground, that is a location correct? So you could, in theory, dig up the flagstone and carry it around with you because that is the "location" where you cast the spell correct?

If your counter-argument is that the "location" is fixed forever on the exact spot where you cast the spell, then I would counter with Einstein and the theory of space-time. The universe is forever expanding so you will never have the "exact" same place in time and space ever so the spell would never trigger...just saying :p
 

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Frozenstep

Explorer
Counterpoint. The universe is not forever expanding in the world of DnD because nothing says it does. Gravity works in 6 second increments where you instantly fall 500 feet as soon as you step off a cliff. Your physics have no place here.
 

J-H

Hero
The stone is the surface, the location is the location. Even if the planet is moving around (crystal spheres and whatnot), there's presumably a deity of magic in charge of making sure that magic moves with it. Otherwise, you could use a Wall of Force as a unidirectional bulldozer.

Actually, that sounds like a fun idea for a one-shot. You could wreck a fortress with a single Wall of Force moving at planetary rotational speeds.
 

DM-Rocco

Explorer
The stone is the surface, the location is the location. Even if the planet is moving around (crystal spheres and whatnot), there's presumably a deity of magic in charge of making sure that magic moves with it. Otherwise, you could use a Wall of Force as a unidirectional bulldozer.

Actually, that sounds like a fun idea for a one-shot. You could wreck a fortress with a single Wall of Force moving at planetary rotational speeds.
Yeah, you get it, this one is posted more for fun, but still kind of serious :p
 

anthr

Explorer
See this as a lighthearted answer.

You can cast the glyph on a chest standing on a flagstone, and then dig up and carry the flagstone around (with the chest on top) - it's like you cast a glyph on a chest in a carriage and drove away with the carriage.

You can cast the glyph on a surface, like a flagstone, but the flagstone is resting on the earth and it can't be removed from the earth it's resting at.
 

Uller

Adventurer
Wow. I never realized that about the spell. So you can't cast the spell on a chest and then move the chest? So if the chest is in the dungeon below his tower, great. But if the wizard decides to leave and take the chest with him the GoW just stops working? Anyone know why? Was it like this with older editions?
 

Frozenstep

Explorer
Wow. I never realized that about the spell. So you can't cast the spell on a chest and then move the chest? So if the chest is in the dungeon below his tower, great. But if the wizard decides to leave and take the chest with him the GoW just stops working? Anyone know why? Was it like this with older editions?

Game design why: Because otherwise you could cast it on a book with haste/other buffs, and then when combat starts open your book and get buff spells that normally require concentration without needing to concentrate on them.
 

Uller

Adventurer
Game design why: Because otherwise you could cast it on a book with haste/other buffs, and then when combat starts open your book and get buff spells that normally require concentration without needing to concentrate on them.

Well, I guess that makes sense. Cost of a 3rd level spell and 200gp is pretty light for what would be essentially a consumable magic item.

It seems like there would be better ways to prevent that, though. Maybe set a minimum size and weight? Limit what spells can be used to "harmful" spells since the spell text says the intention is to harm the target (but how do you define harmful?)...still...it eliminates some interesting scenarios like a wizard warding his spell book or a chest he is traveling with...
 

Ashrym

Legend
Well, I guess that makes sense. Cost of a 3rd level spell and 200gp is pretty light for what would be essentially a consumable magic item.

It seems like there would be better ways to prevent that, though. Maybe set a minimum size and weight? Limit what spells can be used to "harmful" spells since the spell text says the intention is to harm the target (but how do you define harmful?)...still...it eliminates some interesting scenarios like a wizard warding his spell book or a chest he is traveling with...

It still turns into a cheap consumable magic item. It's just offensive magic in that case.

The intent is to glyph a location or an object within a location. The glyph is clearly intended to be stationary. It's still open to abuse with a bit of prep. It's on the bard, cleric, and wizard spell lists and they can sneak some interesting spell glyph combos in there.
 

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