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PriestLv. 3

Shift Glyph

This spell allows the casting priest to move an unknown or hostile magical glyph, rune, symbol, or magical inscription (defined as a message of many characters all written at the same time and intended to be read together) from the surface on which it is found to another surface of the priest's choosing within spell range. If no suitable surface (presumably one similar to the original surface, or failing that, a relatively smooth horizontal or vertical surface large enough to hold the writing) exists within range, the spell does not work, but it is not wasted.

When a shift glyph is cast, all magical symbols within range of the caster that the spell can affect glow with a dim white radiance. The caster has until the end of the round to choose which one to move; beings familiar with certain glyphs can identify them at this time. Once a glyph is chosen, the other magical markings cease to glow, fading back into their former state. Note that the chosen glyph may be one the caster did not know of before the spell illuminated it.

The caster of a shift glyph must then make a saving throw vs. spell; if this saving throw fails, the chosen glyph takes effect (discharges) in its original location and does not move. If the saving throw succeeds, the glyph is successfully moved to its new location. If the glyph or writing is moved successfully but remains linked to something on, under, behind, or beneath its former location (suggesting that its former area remains trapped or dangerous), the magic makes the caster aware of this, but reveals nothing about the nature of the not-yet-triggered magic.

Notes: Granted by the god Deneir. Lord of Glyphs, of the Forgotten Realms setting.

Sources: Faiths & Avatars

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