Sigil Reprogramming
“Gods how i’d like to see their faces when they realize their alarm is being triggered by flies!” - A mischievous wizard, in a dungeon.
4rd-Level Transmutation
Classes: Wizard, Artificer
Casting Time: 1 action
Range: Touch
Components: V, S, M (a quill dipped in enchanted ink worth 50 gp, consumed upon casting)
Duration: Instantaneous
Description:
You touch a magical rune, sigil, or glyph within range and attempt to reconfigure its magical essence. Choose one magical glyph or rune created by a spell or other magical effect. The glyph’s creator must succeed on a Charisma saving throw (if they are present and aware of your attempt) or the spell’s effect is altered.
Examples include:
- An Alarm glyph can be reprogrammed to emit Silence within its area.
- A Glyph of Warding set to detonate can instead cast silence or darkness.
To successfully alter the glyph, you must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell’s level or the glyph’s inherent difficulty. Failure by 5 or more triggers the glyph’s original effect.
The spell cannot affect sigils created by spells of 5th level or higher.
At Higher Levels:
When you cast this spell using a spell slot of 4th level or higher, you can reprogram glyphs created by spells of one level higher for each slot above 4rd. Additionally, the Arcana check DC decreases by 2 for each slot above 4rd.