1-level Abjuration (ritual)
When you cast this spell, you inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.
The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or passing through the area of the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.
You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.
When you inscribe the glyph, choose sticky runes or riddle runes
Sticky Runes - When this glyph is activated, it immediatly bursts with a thick, sticky substances or webbing that covers a 10 ft x 10 ft area. All creatures caught by the runes must make a Dexterity Saving throw or be caught by the runes. On a failure, the creature is caught by the substance and are considered restrained unless they can make a successful Athletics check to break away from it. Regardless, the area is now too sticky to pass through and will immediatly restrain anyone who touches it while it lasts. The substance dissipates after 1 minute.
Riddle Runes - This glyph is always active and visible during the duration. It produces an effect similar to a Wind Wall, except the force is strong enough to keep creatures up to size Medium from passing through without making a successful Strength check against your spellcasting DC. A simple and random riddle appears on the wall, different for each creature that approaches it. They may take an action to solve the riddle with an Intelligence check against your Spellcasting DC. The DM may give each riddle a theme to use a different type of check. On a successful check, the wall parts of that creature each time they approach it.
At higher levels: At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the range the sticky runes expands too increases by 5ft. for every level above 1st. Casting at 5th level or higher, the Riddle Rune takes on the characteristics of Wall of Force.