Glyph of Warding broken

Started by xXCrystal_Rose, April 13, 2012, 08:12:56 PM

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xXCrystal_Rose

This spell is pretty weak in its basic state, and could certainly use a  buff in either damage or including a dispel effect for abjurers *winks*  however it's simply broken, period. It does no damage, and has no saving  throw. When activated it just goes through the detonation animation and  no effect is made. It is supposed to be DC 14 regardless of the casters wisdom or spell focus feats and do 1d8/2 levels of sonic damage, capping at 5d8 at level 10.

Professor Death

I kind of agree with this - the glyph doesn't strike me as a really useful third level spell - it doesn't last too long, it doesn't do much damage (ANY from this bug report???), and has some scripting issues.

The original PnP spell had a duration of Permanent - which meant that it showed up a LOT on clerically-owned treasures as a means of magical trapping.  In terms of balance for our server setting, I cannot off the top of my head see why its duration could not be expanded (assuming its apparent damage bug can be fixed) to HOURS per level  - since it would be gone at a reset anyway.  This could provide some interesting flavor to factions which want to fortify their HQ, to guard treasures, or to set traps.  Given that it's a relatively higher level spell, the likelihood of it being abused doesn't seem too high, and the DM team can always set some kind of restriction on its use like they did with regular traps.  If its duration were made PERMANENT (going away at reset anyway), that would also open up the possibility of apping to have a faction chest or somesuch guarded with one that was persistent.  I dunno... I'm just freestylin' it now.

Relinquish

According to this glyph of warding got a pretty hefty upgrade. But it has never ever worked. If this is to be fixed to work as a functional spell, I don't think giving clerics a "fireball" spell makes sense, especially that two domains give the spell a circle lower.

xXCrystal_Rose

Which also requires a specific god/domain combination for the lower slot, and not mentioning that the glyph has an extremely short range too so the caster must be practically in melee to pull off! Caster clerics have a hard enough time as is with their lack of damaging spells until 5th circle, which takes an amazing level 9 to reach. Until then a divine mage can basically only buffbot, without even the utility of haste, see invis or other tactical spells. The DM team will surely find a fair compromise though, be it fixing the spell to work in the first place or altering it to include benefit of abjuration focuses.

Aethereal

The issue as indicated in the original post is still prevalent.

Whether or not it is slated to be fixed, I thought it prudent to place this notice given no official statement has been granted from the DM team in the past.
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Automne

This is still broken.

And it makes me very, very sad... sniff.

Pentaxius

I love this spell, and I'd love to use it for other purposes than for RP-animations.

It would be awesome if it could be made functional again. A few options exist to make it cool.

1. make it a viable offensive option for caster clerics : set it at 1d10/2 level, and fix the DC bug / or just go with Johannes's implementation.

2. make it according the clerical signature spell it is in cannon : set the duration to permanent.

3. Spend a day scripting awesomeness : make it permanent, and act like an offensive sequencer which can hold 1 offensive spell. (Walking on the glyph triggers the spell held within)