
However, ingame, we get the following lovely neon signage:

Now, It might just be my opinion, but that is neither "Nearly Invisible", nor really worth telegraphing for a 3-round-cast 10d8 (3rd level) /15d8 (6th level) points of sonic* damage (Reflex Half w/ Evasion).
While I think there are other improvements that could be done to both this spell, and magical traps in general, I would like to use this suggestion to put forth that the following Module Switch Value could be set to true.
Ideal circumstance would be for the spell to spawn a concealed trap that rogues could detect and disable, but the setting is available and could be fairly trivial to implement until an actual traps mechanic pass was feasible.GetModuleSwitchValue(MODULE_SWITCH_ENABLE_INVISIBLE_GLYPH_OF_WARDING)
* : [Assuming Neutral. Evil gets Negative (immune by Deathward) and Good gets Divine (Despite all of them being divine spells? ) so at least it's passably useful.
Should be elemental selection or spells though - no divine, though positive/negative could be considered Cure/Inflict spell traps, though both would be much more limited damage (Cure/inflict Serious, and Cure/Inflict Mass Light being the spell-limits).
See the other thread for further details.]