Ad placeholder
Glyph of Warding: Lightning: Difference between revisions
Jump to navigation
Jump to search
No edit summary |
(Remove up-to-date template.) |
||
(10 intermediate revisions by 4 users not shown) | |||
Line 1: | Line 1: | ||
{{SpellPage | |||
| name = Glyph of Warding: Lightning | |||
| image = Glyph of Warding Lightning.webp | |||
| level = 3 | |||
| school = Abjuration | |||
| ritual = | |||
| variant of = Glyph of Warding | |||
| 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 deals Lightning damage to enemies when triggered. | |||
| description = The glyph explodes, dealing {{DamageType|Lightning}} damage to enemies in the vicinity. Creatures who pass the {{SavingThrow|Dexterity}} still take half damage. | |||
[[ | The glyph will last until triggered, or until a [[Long Rest]]. | ||
| warning = {{Prereq|Only one glyph can be active at a time.}} | |||
| cost = action, spell3 | |||
| attack roll = | |||
| damage = 5d8 | |||
| damage modifier = | |||
| damage type = Lightning | |||
| damage per = | |||
| extra damage = | |||
| extra damage modifier = | |||
| extra damage type = | |||
| extra damage per = | |||
| concentration = | |||
| save = DEX | |||
| range = | |||
| range m = 9 | |||
| range ft = 30 | |||
| aoe = radius | |||
| aoe m = 4 | |||
| aoe ft = 13 | |||
| condition = | |||
| condition duration = | |||
| condition save = | |||
| area = | |||
| area category = | |||
| area shape = | |||
| area range m = | |||
| area range ft = | |||
| area duration = | |||
| area turn start damage = | |||
| area turn start damage type = | |||
| area turn start damage save = | |||
| area turn start damage save effect = | |||
| area turn end damage = | |||
| area turn end damage type = | |||
| area turn end damage save = | |||
| area turn end damage save effect = | |||
| area condition = | |||
| area condition 2 = | |||
| area condition 3 = | |||
| area condition 4 = | |||
| higher levels = [[Spells#Upcasting|Upcast]]: Casting this spell at a higher level deals an extra {{DamageText|1d8|Lightning}} damage for each [[Spells#Spell_Slot_Levels|Spell Slot Level]] above 3rd. | |||
| 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: Lightning 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 deals Lightning damage to enemies when triggered.
Description
The glyph explodes, dealing Lightning damage to enemies in the vicinity. Creatures who pass the Dexterity saving throw still take half damage.
The glyph will last until triggered, or until a Long Rest.
Only one glyph can be active at a time.
Properties
At higher levels
Upcast: Casting this spell at a higher level deals an extra 1d8Lightning damage for each Spell Slot Level above 3rd.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.