A spell glyph is a clay token the size of a coin that holds a single spell, released when the token is broken.1 Iva found one holding the sending spell in her dead drop in Argentum on 8 Nightdeep, 1714 PSF, left for her by Silas Wintermist.1
Description
Appearance
The glyph Iva found was a disc of rough dried clay, painted with an intricate rune in black ink with a bluish sheen.1 The ink was black ink with ground sapphire, the special ink for inscribing magic, which is made by mixing ground gemstone into ink.1 The rune was so intricate because it was several glyphs layered onto each other to contain the spell.1
Properties
The spell is embedded in the glyph the way a spell is held in a scroll. Breaking the glyph releases it, and the glyph can be used only once.1
Mechanics
Wondrous Item, varies
A spell glyph is a coin-sized clay token inscribed with a rune of magical script and filled with special ink made from powdered gems. It holds one spell or cantrip. The glyph is destroyed when used.
Any creature holding a spell glyph can use an action to break it, releasing the stored magic. The spell is cast immediately, targeting only the holder as if the holder had cast it. The spell requires no components, and if the spell normally requires Concentration, the glyph’s magic doesn’t require Concentration. A creature can only be affected by one Spell Glyph at a time.
If the spell requires a spell attack roll or forces a saving throw, use the spell save DC and spell attack bonus of the creature that inscribed the glyph. If the creator’s statistics are unavailable, use the values in the table below.
Inscribing a Glyph
To inscribe a spell glyph, you must know or have prepared the spell and be able to cast it. You must also have proficiency with Arcana or Potter’s Tools. As part of the inscription, you cast the spell as though casting it normally, including any Material components consumed by the spell. You can do this on any of the days you spend crafting the glyph, and you only need to do it once. A spell glyph can store only one spell.
Scribing a spell glyph takes an amount of time and money based on the spell’s level, as shown below. For each day of inscription, you must work for 8 hours. If a glyph requires multiple days, those days needn’t be consecutive.
| Spell Level | Rarity | Save DC | Attack Bonus | Scribing Time | Scribing Cost |
|---|---|---|---|---|---|
| Cantrip | Common | 13 | +5 | 1 day | 30 GP |
| 1st | Common | 13 | +5 | 1 day | 50 GP |
| 2nd | Uncommon | 13 | +5 | 3 days | 150 GP |
| 3rd | Uncommon | 15 | +7 | 5 days | 225 GP |
| 4th | Rare | 15 | +7 | 10 days | 1,500 GP |
| 5th | Rare | 17 | +9 | 25 days | 2,250 GP |
| 6th | Very Rare | 17 | +9 | 40 days | 12,500 GP |
| 7th | Very Rare | 18 | +10 | 50 days | 15,625 GP |
| 8th | Very Rare | 18 | +10 | 60 days | 18,750 GP |
| 9th | Legendary | 19 | +11 | 120 days | 62,500 GP |
History
Session 18
Iva found the glyph in the potted plant that served as one of her dead drops, with a note from Silas: “Break this glyph, say my name, and tell me where you are.”1 Luma ritual cast identify on it and found it held the sending spell.1 She knew the spell needed neither the name nor anything said aloud, and took the note’s instructions for the surest way Silas could make sure Iva had the right intention when she broke it.1 Iva broke it in the back of the Silver Archives, said aloud that she was there, and heard Silas answer in her head with her next task.1 She gave the two halves to Luma, who meant to do science to them.1