Glyph Seals from Magic Item Compendium

Nail said:
I would rule that:
  • Spells with Target: Personal can't be put into the glyph, as the glyph cannot target itself, and
  • the seals have a market price that reflects their spell level. For the Lesser Seal it would be (2000gp (Use activated) * 3 (Spl Lvl) * 5 (CL) =) 30,000 gp, for the Greater Seal it would be (2000gp (Use activated) * 6 (Spl Lvl) * 11 (CL) =) 132,000 gp. These are extremely portable and adaptable; they do not deserve the "Magical Trap" price.

As explored in this thread which talks about this WOTC article, it seems one of the design goals was to make "non big 6" items more affordable so people would actually use them.
The pricing you outlined, assuming the DM is even closely adhering to DMG suggested wealth levels; I don't think any one would bother with these, useful or not.
 

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The book doesn't have to say it's okay to allow Personal range spells into a rechargeable item - it says 'any spell'. I'm pretty sure that Personal range spells fall under the category of 'any spell'.
The question isn't whether this glyph thing can contain a personal spell, just whether or not it's useful for it to do so.

A ring of spell storing states that:
A minor ring of spell storing contains up to three levels of spells that the wearer can cast.
Since the wearer is casting the spell, it's clear that a Target:You spell would target the wearer. The same is true of most items which have only one, preset spell effect; it is specified that the user casts the spell from the item, gains the ability to use the spell X/day, or similiar language. In all such cases, there's no conflict with the magic item containing a personal spell, because it's treated as if the activator had used the ability.

Because of the nature of a protective glyph, it's highly unlikely that it contains similar language. Most likely, it refers to the item casting or activating the spell.

But if an item casts a Target:you spell at another creature, what exactly happens? Well, to me this brings to mind the following rule:
If you ever try to cast a spell in conditions where the characteristics of the spell cannot be made to conform, the casting fails and the spell is wasted.

Thus, depending on both the exact wording of the glyph, and any additional rules in the compendium, it's entirely possible that you can store a personal spell in the glyph, but that doing so is fairly pointless...
 

I'm going to copy-paste the Spell Glyph section from Glyph of Warding off the hypertext d20 SRD here:

Spell Glyph

You can store any harmful spell of 3rd level or lower that you know. All level-dependent features of the spell are based on your caster level at the time of casting the glyph. If the spell has a target, it targets the intruder. If the spell has an area or an amorphous effect the area or effect is centered on the intruder. If the spell summons creatures, they appear as close as possible to the intruder and attack. Saving throws and spell resistance operate as normal, except that the DC is based on the level of the spell stored in the glyph.

Glyph Seal stats that it converts any arcane or divine spell into a glyph similar to Glyph of Warding, and that it is triggered as the Spell Glyph function of Glyph of Warding.

Glyph Seal contradicts the Spell Glyph in a few ways: It allows divine spells (Glyph of Warding is normally an arcane spell and not a divine one), it allows ANY spell (explicitly stated), and the level of spell allowed is lower than Glyph of Warding normally permits.

Where Glyph Seal remains in line is that they are triggered the same way - either by an object (such as a door, or chest, or box, or drawer) being opened, or by a protected area being traversed (entering a warded area or passing a warded object) - and the targetting states that if the spell has a target, it targets the the intruder, or centers an area on the intruder, or summons a creature next to the intruder. Whatever the type of spell, the glyph affects the creature (singular) which triggered it as appropriate for the spell. However, Glyph Seal is only similar to Glyph of Warding, not identical. As noted earlier, WotC Customer Service stated that this was not something that they had considered with the item, and I either expect it to be errata'ed along with the myriad of typos and errors in the text, or for it to be ignored completely.

So far it seems the only real issue people have is the Personal range spells. Now, I can understand why certain spells would be out of the question, such as Rary's Mnemonic Enhancer, Read Magic, Speak With <Plural Noun> and Shapechange. Similarily, Alter Self and Disguise Self are no-brainers. But Overland Flight? False Life? Entropic Shield?

This is why my DM is approving spells on a case-by-case basis. If he thinks a spell is too unbalancing, he will simply disallow it.
 

I agree with Starwed. Sure, you can put a spell with Target:You in the the glyph. But if it doesn't target the caster when it goes off, it's not a viable target anymore.

Edit: good point about Spell Glyph. You guys are going about it the right way. Figure out what seems balanced and unbalanced and house rule it. I personally wouldn't allow personal spells, they're personal and not touch for a reason, but YMMV.
 
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FatherTome said:
Glyph Seal contradicts the Spell Glyph in a few ways: It allows divine spells (Glyph of Warding is normally an arcane spell and not a divine one), it allows ANY spell (explicitly stated), and the level of spell allowed is lower than Glyph of Warding normally permits.

I think you confused "arcane" and "divine" in your example here.

I think the spirit of the item would be preserved by retaining the "harmful only" requirement of the Glyph of Warding spell description.
 

I'm wondering how much to get an animated glyph seal. And maybe an awakened, animated glyph seal. I could teach it tricks. It would be my performing glyph seal.
 

hong said:
I'm wondering how much to get an animated glyph seal. And maybe an awakened, animated glyph seal. I could teach it tricks. It would be my performing glyph seal.

But can it balance a beach ball on its nose?
 

FatherTome said:
So far it seems the only real issue people have is the Personal range spells.
No.

I have a real issue with magic items that are way too cheap for their use. You have abundantly showed that this magic item is too powerful (any spell, divine or arcane, usable in combat, personal only spells, etc.).

The wealth guidelines and the magic item creation guidelines in the DMG have worked reasonably well for the games I've played or run. I see no reason to make useful magic items cheaper. YMMV.
 

FatherTome said:
It includes such items as a 3,000 GP item that 3x a day as a swift action allows you to make your next melee attack as a touch attack instead.
Wow. Incredible.

Have the designers read the optimization threads on their own message boards?
 


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