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Glyph of Warding: Difference between revisions

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{{ up to date | 2023-08-21 }} <!-- Date format is YEAR-MONTH-DAY, like 2023-08-07. -->
{{SpellPage
{{SpellPage
| name = Glyph of Warding
| name = Glyph of Warding
| image = Glyph of Warding Icon.png
| image = Glyph of Warding.webp
| level = 3
| level = 3
| school = Abjuration
| school = Abjuration
| ritual =
| classes = Bard, Cleric, Wizard
| classes = Bard, Cleric, Wizard
| class learns at level 5 = Bard, Cleric, Wizard
| class learns at level 5 = Bard, Cleric, Wizard
| class learns at level 2 =
| races =  
| races =  
| race learns at level 1 =
| race learns at level 2 =
| summary = This spell allows spellcasters to inscribe a ward that can trigger various magical effects when stepped on by an enemy.
| summary = This spell allows spellcasters to inscribe a ward that can trigger various magical effects when stepped on by an enemy.
| description = Inscribe a circle of arcane glyphs on the ground. When stepped on by an enemy the selected magical effect will trigger.
| description = Inscribe a circle of arcane glyphs on the ground. When stepped on by an enemy the selected magical effect will trigger.


{{SmallIcon|Prerequisite Icon.png}}Only one glyph can be active at a time.
The glyph will last until triggered, or until a [[Long Rest]].
* [[File:Glyph of Warding Sleep Icon.png|frameless|upright=0.1|link=]] [[Glyph of Warding: Sleep]]
| warning = {{Prereq|Only one glyph can be active at a time.}}
* [[File:Glyph of Warding Detonation Icon.png|frameless|upright=0.1|link=]] [[Glyph of Warding: Detonation]]
| cost = action, spell3
* [[File:Glyph of Warding Thunder Icon.png|frameless|upright=0.1|link=]] [[Glyph of Warding: Thunder]]
| attack roll =  
* [[File:Glyph of Warding Lightning Icon.png|frameless|upright=0.1|link=]] [[Glyph of Warding: Lightning]]
| damage =  
* [[File:Glyph of Warding Fire Icon.png|frameless|upright=0.1|link=]] [[Glyph of Warding: Fire]]
| damage modifier =  
* [[File:Glyph of Warding Cold Icon.png|frameless|upright=0.1|link=]] [[Glyph of Warding: Cold]]
| damage type =  
* [[File:Glyph of Warding Acid Icon.png|frameless|upright=0.1|link=]] [[Glyph of Warding: Acid]]
| damage save =  
| action type = action
| damage save effect =  
| range = ranged
| 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
| higher levels =  
| condition =
| notes = * The glyph will last until triggered, or until a [[Long Rest]].
| condition duration =
* When the glyph is triggered, those affected by it each rolls a [[File:Save Throw Icons.png|frameless|upright=0.1|link=]] [[Dexterity]] [[Saving Throw]]. If a creature successfully saves, they only take half the damage for the damaging variants of this spell, and suffers no ill effect for the non-damaging variants.
| 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 = See each individual variant's page.
| variants = Glyph of Warding: Sleep, Glyph of Warding: Detonation, Glyph of Warding: Thunder, Glyph of Warding: Lightning, Glyph of Warding: Fire, Glyph of Warding: Cold, Glyph of Warding: Acid
| notes = * When the glyph is triggered, those affected by it each rolls a [[File:Save Throw Icons.png|frameless|upright=0.1|link=]] [[Dexterity]] {{SavingThrow}}. If a creature successfully saves, they only take half the damage for the damaging variants of this spell, and suffers no ill effect for the non-damaging variants.
* 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 in the minimap. Neutral, friendly, and allied creatures (highlighted yellow/green/blue respectively) can safely go through the glyph.
* 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 in 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.
** This makes using the glyph as a trap difficult for many encounters. Specifically, those that normally only consider creatures hostile after dialogue.
* If the glyph is cast in an area where hostile creatures are already present, it triggers immediately.
* When the glyph is triggered everyone within the area is affected, regardless of allegiance.
* When the glyph is triggered everyone within the area is affected, regardless of allegiance.
* Only one glyph can be active at a time.
** If another glyph is placed while one is already active, the previous one will fade and vanish with no effect.
** The limit is one per character; multiple characters can each have a glyph active at a time.
* When the spellcaster is surrounded by enemies, sometimes it is worth throwing the glyph down right at their feet. This is true for most AOE spells but it is especially so for the sleep variant of Glyph of Warding:
* When the spellcaster is surrounded by enemies, sometimes it is worth throwing the glyph down right at their feet. This is true for most AOE spells but it is especially so for the sleep variant of Glyph of Warding:
** The Shared Initiative system means an ally can immediately shove/help the spellcaster awake should they fall asleep due to their own glyph.
** The shared Initiative system means an ally can immediately shove/help the spellcaster awake should they fall asleep due to their own glyph.
** Magical Sleep Immunity is fairly common, either from an [[Elixir of Peerless Focus]] or from [[Fey Ancestry]]
** Magical Sleep Immunity is fairly common, either from an [[Elixir of Peerless Focus]] or from [[Fey Ancestry]]
*** [[Shadowheart]], being a half-elf cleric, can naturally utilize this tactic starting from level 5.
*** [[Shadowheart]], being a [[Half-Elf]] [[Cleric]], can naturally utilize this tactic starting from level 5.
* The incantation for Glyph of Warding is '''Ira et Dolor''', Latin for "anger and pain".
| video = Glyph of Warding Visuals.mp4
| video = Glyph of Warding Visuals.mp4
}}
}}
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== External Links ==
== External Links ==
* {{FRWiki|Glyph of warding|long}}
* {{FRWiki|Glyph of warding|long}}
[[Category:Sources of Acid damage]]
[[Category:Sources of Lightning damage]]
[[Category:Sources of Cold damage]]
[[Category:Sources of Fire damage]]
[[Category:Sources of Thunder damage]]

Latest revision as of 20:58, 6 August 2024

Glyph of Warding.webp

Glyph of Warding is a level 3 abjuration spell. This spell allows spellcasters to inscribe a ward that can trigger various magical effects when stepped on by an enemy.

Description

Inscribe a circle of arcane glyphs on the ground. When stepped on by an enemy the selected magical effect will trigger.

The glyph will last until triggered, or until a Long Rest.

Only one glyph can be active at a time.

Properties

Cost
Action + Level 3 Spell Slot
Details
DEX Save
 Range: 9 m / 30 ft
AoE: 4 m / 13 ft (Radius)

At higher levels

See each individual variant's page.

Variants

How to learn

Classes:

Notes

  • When the glyph is triggered, those affected by it each rolls a Save Throw Icons.png Dexterity Saving throw. If a creature successfully saves, they only take half the damage for the damaging variants of this spell, and suffers no ill effect for the non-damaging variants.
  • 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 in 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.
  • If the glyph is cast in an area where hostile creatures are already present, it triggers immediately.
  • When the glyph is triggered everyone within the area is affected, regardless of allegiance.
  • Only one glyph can be active at a time.
    • If another glyph is placed while one is already active, the previous one will fade and vanish with no effect.
    • The limit is one per character; multiple characters can each have a glyph active at a time.
  • When the spellcaster is surrounded by enemies, sometimes it is worth throwing the glyph down right at their feet. This is true for most AOE spells but it is especially so for the sleep variant of Glyph of Warding:
    • The shared Initiative system means an ally can immediately shove/help the spellcaster awake should they fall asleep due to their own glyph.
    • Magical Sleep Immunity is fairly common, either from an Elixir of Peerless Focus or from Fey Ancestry
  • The incantation for Glyph of Warding is Ira et Dolor, Latin for "anger and pain".

Visuals

External Links[edit | edit source]