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Glyph of Warding: Detonation: Difference between revisions
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{{SpellPage | {{SpellPage | ||
| name = Glyph of Warding: Detonation | | name = Glyph of Warding: Detonation | ||
| image = Glyph of Warding Detonation | | image = Glyph of Warding Detonation.webp | ||
| level = 3 | | level = 3 | ||
| school = Abjuration | | school = Abjuration | ||
| | | ritual = | ||
| | | variant of = Glyph of Warding | ||
| summary = This spell is a variant of the Level 3 Abjuration Spell, | | summary = This spell is a variant of the Level 3 Abjuration Spell, {{SAI|Glyph of Warding}}. This variant of the spell allows spellcasters to inscribe a ward that explodes and pushes everyone back when triggered. | ||
| description = The glyph emits a gust of wind that pushes back everyone within range when stepped on by an enemy. | | description = The glyph emits a gust of wind that pushes back everyone within range when stepped on by an enemy. Any creatures within the area of effect that fail the {{SavingThrow|Dexterity}} will be pushed back. | ||
The glyph will last until triggered, or until a [[Long Rest]]. | The glyph will last until triggered, or until a [[Long Rest]]. | ||
| action type = | | warning = {{Prereq|Only one glyph can be active at a time.}} | ||
| range = | | cost = action, spell3 | ||
| attack roll = | |||
| damage = | |||
| damage modifier = | |||
| damage type = | |||
| damage save = | |||
| damage save effect = | |||
| damage per = | |||
| extra damage = | |||
| extra damage modifier = | |||
| extra damage type = | |||
| extra damage save = | |||
| extra damage save effect = | |||
| extra damage per = | |||
| concentration = | |||
| save = DEX | |||
| range = | |||
| range m = 9 | | range m = 9 | ||
| range ft = 30 | | range ft = 30 | ||
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| aoe m = 4 | | aoe m = 4 | ||
| aoe ft = 13 | | aoe ft = 13 | ||
| condition save = | | condition = | ||
| higher levels = | | condition duration = | ||
| notes = | | condition save = | ||
| area = | |||
| area category = | |||
| area shape = | |||
| area range m = | |||
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| area duration = | |||
| area turn start damage = | |||
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| area turn start damage save effect = | |||
| area turn end damage = | |||
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| area turn end damage save = | |||
| area turn end damage save effect = | |||
| area condition = | |||
| area condition 2 = | |||
| area condition 3 = | |||
| area condition 4 = | |||
| higher levels = | |||
| variants = | |||
| notes = * Only those considered an enemy can trigger the glyph. For the player's party this is indicated via a red circle beneath the creature, red outlines when highlighted, and denoted by a red dot on the minimap. Neutral, friendly, and allied creatures (highlighted yellow/green/blue respectively) can safely go through the glyph. | |||
** This makes using the glyph as a trap difficult for many encounters. Specifically, those that normally only consider creatures hostile after dialogue. | |||
* When the glyph is triggered, everyone within the area is affected, regardless of allegiance. | |||
* When the spellcaster is surrounded by enemies, sometimes it is worth throwing the glyph down right at their feet. | |||
| video = Glyph of Warding Visuals.mp4 | |||
}} | }} | ||
== External Links == | |||
* {{FRWiki|Glyph of warding|long}} |
Latest revision as of 15:34, 9 March 2024
Glyph of Warding: Detonation is a level 3 abjuration spell. This spell is a variant of the Level 3 Abjuration Spell, . This variant of the spell allows spellcasters to inscribe a ward that explodes and pushes everyone back when triggered.
Description
The glyph emits a gust of wind that pushes back everyone within range when stepped on by an enemy. Any creatures within the area of effect that fail the Dexterity saving throw will be pushed back.
The glyph will last until triggered, or until a Long Rest.
Only one glyph can be active at a time.
Properties
At higher levels
Casting this spell at a higher level grants no additional benefit.
How to learn
This spell is a variation of:
Notes
- Only those considered an enemy can trigger the glyph. For the player's party this is indicated via a red circle beneath the creature, red outlines when highlighted, and denoted by a red dot on the minimap. Neutral, friendly, and allied creatures (highlighted yellow/green/blue respectively) can safely go through the glyph.
- This makes using the glyph as a trap difficult for many encounters. Specifically, those that normally only consider creatures hostile after dialogue.
- When the glyph is triggered, everyone within the area is affected, regardless of allegiance.
- When the spellcaster is surrounded by enemies, sometimes it is worth throwing the glyph down right at their feet.