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Glyph of Warding: Fire: Difference between revisions

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| race learns at level 1 =
| race learns at level 1 =
| race learns at level 2 =
| 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 Lightning damage to enemies when triggered.  
| 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 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.  



Revision as of 22:12, 21 August 2023

Template:Up to date

Glyph of Warding Fire Icon.png

Glyph of Warding: Fire is a level 3 abjuration spell. 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 Fire damage to enemies when triggered.

Description

The glyph explodes, dealing Damage TypesFire 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

Damage
D8 Fire.png 5d8 (5~40) Damage TypesFire (Dexterity save to halve)
Details
 Range: 9 m / 30 ft
AoE: 4 m / 13 ft (Radius)

At higher levels

Upcast: Deals an additional 1d8Damage TypesFire damage per Spell Slot Level.

How to learn

Classes:

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.

Visuals

External Links