Ghoul Glyph

GHOUL GLYPH
Necromancy
Level: Hunger 2, sorcerer/
wizard 2
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Target: Object touched
Duration: Permanent until
discharged
Saving Throw: Fortitude partial
Spell Resistance: Yes

The faint, green glow of the glyph fl ares
to life. A sickly green light fi lls the room,
illuminating the paralyzed forms of its
victims, and bringing with it the stench
of death.

You inscribe a glyph, approximately
1 foot across, that paralyzes any
living creature of Large or smaller size
that comes within 5 feet of the glyph.
You can scribe the glyph to be visible as
faintly glowing lines, or invisible. You
can inscribe a ghoul glyph on a portable
object, but if the object is moved more
than 5 feet, the glyph fades.
Conditions for triggering a ghoul
glyph are stringent. It takes effect on
any creature except yourself that moves
within 5 feet. It affects invisible creatures
normally but is not triggered by
those that travel past it ethereally. Only
a single ghoul glyph can be inscribed in
a 5-foot square.

Ghoul glyphs cannot be affected or
bypassed by such means as physical or
magical probing, though they can be
dispelled. Mislead and nondetection can
fool a ghoul glyph.

Read magic allows identifi cation of
a ghoul glyph with a successful DC 13
Spellcraft check, if the glyph is noticed
before it is activated. A rogue can use
the Search skill to fi nd a ghoul glyph and
Disable Device to thwart it. The DC in
each case is 27.

When a glyph is activated, the target is
paralyzed for 1d6+2 rounds. Additionally,
if the target fails a Fortitude save,
the paralyzed subject exudes a carrion
stench that causes distress in all creatures
within a 10-foot radius. Those in
the radius, including the target, must
make a Fortitude save or take a –2
penalty on attack rolls, weapon damage
rolls, saving throws, skill checks, and
ability checks until the paralysis effect
wears off.

Material Component: You trace the
glyph with earth from a ghoul’s lair.