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Glyph of Warding: Thunder: 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: Thunder
| name = Glyph of Warding: Thunder
| image = Glyph of Warding Thunder Icon.png
| image = Glyph of Warding Thunder.webp
| level =  3
| level =  3
| school = Abjuration
| school = Abjuration
| ritual =
| ritual =
| classes = Bard, Cleric, Wizard
| variant of = Glyph of Warding
| class learns at level 5 = Bard, Cleric, Wizard
| 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 Thunder damage to enemies when triggered.  
| class learns at level 2 =
| races =
| race learns at level 1 =
| race learns at level 2 =
| summary = This spell is a variant of the Level 3 Abjuration Spell, [[Glyph of Warding]]. This variant of the spell allows spellcasters to inscribe a ward that explodes and deals Thunder damage to enemies when triggered.  
| description = The glyph explodes, dealing {{DamageType|Thunder}} damage to enemies in the vicinity. Creatures who pass the {{SavingThrow|Dexterity}} still take half damage.  
| description = The glyph explodes, dealing {{DamageType|Thunder}} 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.}}
{{SmallIcon|Prerequisite Icon.png}}Only one glyph can be active at a time.
| cost = action, spell3
| action type = action
| attack roll =
| attack roll =
| damage = 5d8
| damage = 5d8
| damage modifier =
| damage modifier =
| damage type = Thunder
| damage type = Thunder
| damage save = Dexterity
| damage save effect = half
| damage per =
| damage per =
| extra damage =
| extra damage =
| extra damage modifier =  
| extra damage modifier =  
| extra damage type =
| extra damage type =
| extra damage save =
| extra damage save effect =
| extra damage per =
| extra damage per =
| concentration =
| concentration =
| save = DEX
| range =
| range =
| range m = 9
| range m = 9
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** 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.
* 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.
* 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
| video = Glyph of Warding Visuals.mp4
}}
}}

Latest revision as of 03:17, 2 September 2024

Glyph of Warding Thunder.webp

Glyph of Warding: Thunder is a level 3 abjuration spell. This spell is a variant of the Level 3 Abjuration Spell, Glyph of Warding Glyph of Warding. This variant of the spell allows spellcasters to inscribe a ward that explodes and deals Thunder damage to enemies when triggered.

Description

The glyph explodes, dealing Damage TypesThunder 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

Cost
Action + Level 3 Spell Slot
Damage
D8 Thunder.png 5d8 (5~40) Damage TypesThunder
Details
DEX Save
 Range: 9 m / 30 ft
AoE: 4 m / 13 ft (Radius)

At higher levels

Upcast: Casting this spell at a higher level deals an extra 1d8Damage TypesThunder damage for each Spell Slot Level above 3rd.

How to learn

This spell is a variation of:
Glyph of Warding Glyph of Warding

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.

Visuals

External Links[edit | edit source]