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Glyph Seals from Magic Item Compendium
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<blockquote data-quote="FatherTome" data-source="post: 3402502" data-attributes="member: 50815"><p>You're not missing anything - the basic idea is that the glyph would be placed on a container, and then the fighter (assuming Righteous Might as the example) would pull out the container and then open it - two move actions. It doesn't have to be anything large or bulky, just something nonmagical with a hard flat surface to apply the glyph to.</p><p></p><p>So you're spending a round to use the item, but you're also spending a round to use that potion of resist energy or bull's strength or cure moderate wounds, given a move action to retrieve the item and then a standard action to drink it.</p><p></p><p>The average combat with this group lasts on the order of three or four rounds, making it impractical as a general use item, but we've had a couple combats that last longer and it would be handy to have around for the more challenging fights.</p><p></p><p>Also, a couple glyphs with Cure Moderate wounds passed around to the other party members fills the same purpose as a Potion of Cure Moderate, etc, that can be replenished during downtime (mid-dungeon crawl is inconvenient as those spell slots are generally needed as spontaneous cures if not actual spells.</p><p></p><p>The idea is that these would more or less duplicate the function of a potion, would be consumed during the adventure and aren't subject to quite the same limitations as a potion (such as the restriction on 3rd level spells or lower) and could be recharged between adventures.</p><p></p><p>For the cost of one Glyph Seal, you could purchase 3 Potions of Cure Moderate Wounds and 2 Potions of Cure Light, so frankly speaking they're only economically better over the long run.</p></blockquote><p></p>
[QUOTE="FatherTome, post: 3402502, member: 50815"] You're not missing anything - the basic idea is that the glyph would be placed on a container, and then the fighter (assuming Righteous Might as the example) would pull out the container and then open it - two move actions. It doesn't have to be anything large or bulky, just something nonmagical with a hard flat surface to apply the glyph to. So you're spending a round to use the item, but you're also spending a round to use that potion of resist energy or bull's strength or cure moderate wounds, given a move action to retrieve the item and then a standard action to drink it. The average combat with this group lasts on the order of three or four rounds, making it impractical as a general use item, but we've had a couple combats that last longer and it would be handy to have around for the more challenging fights. Also, a couple glyphs with Cure Moderate wounds passed around to the other party members fills the same purpose as a Potion of Cure Moderate, etc, that can be replenished during downtime (mid-dungeon crawl is inconvenient as those spell slots are generally needed as spontaneous cures if not actual spells. The idea is that these would more or less duplicate the function of a potion, would be consumed during the adventure and aren't subject to quite the same limitations as a potion (such as the restriction on 3rd level spells or lower) and could be recharged between adventures. For the cost of one Glyph Seal, you could purchase 3 Potions of Cure Moderate Wounds and 2 Potions of Cure Light, so frankly speaking they're only economically better over the long run. [/QUOTE]
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Glyph Seals from Magic Item Compendium
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