Hex Glyph

School abjuration; Level shaman 3, witch 3

Saving Throw see text; Spell Resistance no (object) and yes (see text)

This spell functions as per 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.

Hex Glyph, Greater

School abjuration; Level shaman 5, witch 5

Components V, S, M (powdered diamond worth 400 gp)

This spell functions as hex glyph, except you can store a hex or a major hex (but not a grand hex). You trace the glyph with incense, which must first be sprinkled with powdered diamond (as noted in the Components line).

Read magic allows its caster to identify a greater hex glyph with a successful DC 16 Spellcraft check.