Glyph Hijack
Ability

Rewrite the effect of a magical trap or ward.

Make a Magic roll against the Trap DC for a Magical Trap.

You can chose to disarm it if you wish, or rewrite the effect within reason.

Unlike with Disarm Trap, you have to miss the Trap DC by 10 or more to trigger the trap.

Your finger traces the outer curve of the glyph, sliding a splinter of void-ink across its lines. The glow shifts hue. The ward no longer repels you—it waits to strike someone else.

  • Parameters:
  • Range:

  • Add 2 Charges to Ability:
  • Cunning
    1000 gp 1

  • Ability Activation Charges: 4

  • The Ability, Spell, or Effect cannot be enchanted onto an object.

Attached Items
# Type Name
1 Subclass Specialist in the Astral Grift
d100
Mod
ADV/DIS
-or-

To access the dice log to keep track of your rolls

-or-

To edit characters or creatures.

Effect 1 Effect 2 Ambience Music

Item Information