Glyph of Warding, Psionic
Glyph of Warding, Psionic is a D&D 3.5 psionic power (Metacreativity) from CP. Power points: 5. On class lists for Psion (Level 3), Wilder (Level 3).
- Power Points
- 5
- Discipline
- Metacreativity
- Manifesting Time
- 10 minutes
- Range
- Touch
A pale glow issues from a thin tracery of silvery ectoplasm, laid down to entrap those who enter the area.
This powerful inscription harms those who enter, pass, or open the warded area or object. A psionic glyph of warding can guard a bridge or passage, ward a portal, trap a chest or box, and so on.
You set the conditions of the ward. Typically, any creature entering the warded area or opening the warded object without speaking a password (which you set when manifesting the power) is subject to the power it stores. Alternatively or in addition to a password trigger, psionic glyphs can be set according to physical characteristics (such as height or weight) or creature type, subtype, or kind (such as aberration, drow, or red dragon). Psionic glyphs can also be set with respect to good, evil, law, or chaos, or to pass those of your religion. They cannot be set according to class, Hit Dice, or level. Psionic glyphs respond to invisible creatures normally but are not triggered by those who travel past them ethereally. Multiple glyphs cannot be manifested on the same area. However, if a cabinet has three drawers, each can be separately warded.
When manifesting the power, you weave a tracery of faintly glowing lines around the warding sigil. A psionic glyph can be placed to conform to any shape up to the limitations of your total square footage. When the power is completed, the psionic glyph and tracery become nearly invisible.
Psionic glyphs cannot be affected or bypassed by such means as physical or psionic probing, though they can be dispelled. Mislead, polymorph, and nondetection (and similar magical or psionic effects) can fool a psionic glyph, though nonmagical disguises and the like can’t.
You can identify a psionic glyph of warding with a DC 13 Psicraft check. Identifying the psionic glyph does not discharge it and allows you to know the basic nature of the psionic glyph (version, type of damage caused, what power is stored).
The DM may decide that the exact psionic glyphs available to you depend on your deity. He or she might also make new glyphs available according to the psionic research rules in the Dungeon Master’s Guide.
Note: Psionic traps such as psionic glyph of warding are hard to detect and disable. A rogue (only) can use the Search skill to find the psionic glyph and Disable Device to thwart it. The DC in each case is 25 + power level, or 28 for psionic glyph of warding.
Depending on the version selected, a psionic glyph either blasts the intruder or activates a power.
Blast Glyph: A blast glyph deals 1d8 points of damage per two manifester levels (maximum 5d8) to the intruder and to all within 5 feet of him or her. This damage is acid, cold, fire, electricity, or sonic (manifester’s choice, made at time of manifesting). Each creature affected can attempt a Reflex save to take half damage. Power resistance applies against this effect.
Power Glyph: You can store any harmful power of 3rd level or lower that you know. All level-dependent features of the power are based on your manifester level at the time of manifesting the glyph. If the power has a target, it targets the intruder. If the power has an area or an amorphous effect (such as a cloud), the area or effect is centered on the intruder. If the power summons creatures, they appear as close as possible to the intruder and attack. Saving throws and power resistance operate as normal, except that the DC is based on the level of the power stored in the psionic glyph.
Material Component: You trace the psionic glyph with incense, which must first be sprinkled with powdered diamond worth at least 200 gp.
Augment: For every 2 additional power points you spend, the power deals an additional 1d10 points of damage. For each additional 2d10 points of damage, the power’s save DC increases by 1.