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Glyph of Warding: Cold: Difference between revisions
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{{SpellPage | {{SpellPage | ||
| name = Glyph of Warding: Cold | | name = Glyph of Warding: Cold | ||
| image = Glyph of Warding Cold | | image = Glyph of Warding Cold.webp | ||
| level = 3 | | level = 3 | ||
| school = Abjuration | | school = Abjuration | ||
| ritual = | | 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 Cold damage to enemies when triggered. | |||
| summary = This spell is a variant of the Level 3 Abjuration Spell, | |||
| description = The glyph explodes, dealing {{DamageType|Cold}} damage to enemies in the vicinity. Creatures who pass the {{SavingThrow|Dexterity}} still take half damage. | | description = The glyph explodes, dealing {{DamageType|Cold}} 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]]. | 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 = | | attack roll = | ||
| damage = 5d8 | | damage = 5d8 | ||
| damage modifier = | | damage modifier = | ||
| damage type = Cold | | damage type = Cold | ||
| damage per = | | damage per = | ||
| extra damage = | | extra damage = | ||
| extra damage modifier = | | extra damage modifier = | ||
| extra damage type = | | extra damage type = | ||
| extra damage per = | | extra damage per = | ||
| concentration = | | concentration = | ||
| save = CON | |||
| range = | | range = | ||
| range m = 9 | | range m = 9 | ||
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| area condition 3 = | | area condition 3 = | ||
| area condition 4 = | | area condition 4 = | ||
| higher levels = [[Spells#Upcasting|Upcast]]: | | higher levels = [[Spells#Upcasting|Upcast]]: Casting this spell at a higher level deals an extra {{DamageText|1d8|Cold}} damage for each [[Spells#Spell_Slot_Levels|Spell Slot Level]] above 3rd. | ||
| variants = | | 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. | | 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. | ||
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== External Links == | == External Links == | ||
* {{FRWiki|Glyph of warding|long}} | * {{FRWiki|Glyph of warding|long}} | ||
Latest revision as of 15:34, 9 March 2024
Glyph of Warding: Cold 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 Cold damage to enemies when triggered.
Description
The glyph explodes, dealing Cold 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 1d8Cold 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.