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Glyph of Warding: Difference between revisions

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* If the glyph is cast in an area where hostile creatures are already present, it triggers immediately.
* 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.

Revision as of 04:52, 5 April 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