Ghoul Glyph
(Spell Compendium, p. 105)Necromancy
Level: Sorcerer 2, Wizard 2, Hunger 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 flares to life. A sickly green light fills 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 identification 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 find 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.