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Glyph of Warding: Fire: Difference between revisions
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| 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 Fire damage to enemies when triggered. | | 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 Fire damage to enemies when triggered. | ||
| description = The glyph explodes, dealing {{DamageType|Fire}} damage to enemies in the vicinity. Creatures who pass the {{SavingThrow|Dexterity}} still take half damage. | | description = The glyph explodes, dealing {{DamageType|Fire}} damage to enemies in the vicinity. Creatures who pass the {{SavingThrow|Dexterity}} still take half damage. | ||
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{{Prereq|Only one glyph can be active at a time.}} | {{Prereq|Only one glyph can be active at a time.}} | ||
| | | cost = action | ||
| attack roll = | | attack roll = | ||
| damage = 5d8 | | damage = 5d8 |
Revision as of 21:40, 22 November 2023
Glyph of Warding: Fire 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 Fire damage to enemies when triggered.
Description
The glyph explodes, dealing Fire 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
- Damage
- 5d8 (5~40) Fire (Dexterity save to halve)
- Details
- 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 1d8Fire 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.