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0Hex Glyph00-1-1-110 minutes0V, S, M (powdered diamond worth 200 gp)0no (object) and yes (see text)0-10-1000shaman 3, witch 3object touched or up to 5 sq. ft./levelAdvanced Class Guide0Inscription casts your hex on those who pass it.110-1-10000-1This spell functions like the spell glyph version of glyph of warding, except you can store a hex you know (but not a major hex or a grand hex) instead of a spell. If the hex has a target, it targets the intruder. If the hex has an area or an amorphous effect, the area or effect is centered on the intruder. The triggered hex uses this spell's caster level and DC. Read magic allows its caster to identify a hex glyph with a successful DC 13 Knowledge (arcana) check. Identifying the glyph does not discharge it and indicates that it stores a hex, but does not indicate the effect of that hex.00object touched or up to 5 sq. ft./level10permanent until discharged (D)-10-1touch

Hex Glyph

School abjuration; Level shaman 3, witch 3

CASTING

Casting Time 10 minutes
Components V, S, M (powdered diamond worth 200 gp)

EFFECT

Range touch
Target or Area object touched or up to 5 sq. ft./level
Duration permanent until discharged (D)
Saving Throw see text; Spell Resistance no (object) and yes (see text)

DESCRIPTION

This spell functions like the spell glyph version of glyph of warding, except you can store a hex you know (but not a major hex or a grand hex) instead of a spell. If the hex has a target, it targets the intruder. If the hex has an area or an amorphous effect, the area or effect is centered on the intruder. The triggered hex uses this spell's caster level and DC.

Read magic allows its caster to identify a hex glyph with a successful DC 13 Knowledge (arcana) check. Identifying the glyph does not discharge it and indicates that it stores a hex, but does not indicate the effect of that hex.

NULL30030-1-1-1abjuration-100-1-10-100-1-131-1-1-1200see text0-101

This spell functions like the spell glyph version of glyph of warding, except you can store a hex you know (but not a major hex or a grand hex) instead of a spell. If the hex has a target, it targets the intruder. If the hex has an area or an amorphous effect, the area or effect is centered on the intruder. The triggered hex uses this spell's caster level and DC.

Read magic allows its caster to identify a hex glyph with a successful DC 13 Knowledge (arcana) check. Identifying the glyph does not discharge it and indicates that it stores a hex, but does not indicate the effect of that hex.

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