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Glyph of Warding: Cold: 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: Cold | | name = Glyph of Warding: Cold | ||
| image = Glyph of Warding Cold Icon.png | | image = Glyph of Warding Cold Icon.png | ||
| level = 3 | | level = 3 | ||
| school = Abjuration | | school = Abjuration | ||
| ritual = | |||
| classes = Bard, Cleric, Wizard | | classes = Bard, Cleric, Wizard | ||
| class learns at level 5 = Bard, Cleric, Wizard | | class learns at level 5 = Bard, Cleric, Wizard | ||
| 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 | | 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 Cold damage to enemies when triggered. | |||
| 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]]. | |||
{{SmallIcon|Prerequisite Icon.png}}Only one glyph can be active at a time. | |||
| action type = action | | action type = action | ||
| attack roll = | | attack roll = | ||
| damage = 5d8 | | damage = 5d8 | ||
| damage modifier = | | damage modifier = | ||
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| damage save = Dexterity | | damage save = Dexterity | ||
| damage save effect = half | | damage save effect = half | ||
| damage per = | |||
| extra damage = | | extra damage = | ||
| extra damage modifier = | | extra damage modifier = | ||
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| extra damage save = | | extra damage save = | ||
| extra damage save effect = | | extra damage save effect = | ||
| extra damage per = | |||
| concentration = | | concentration = | ||
| range = | | range = | ||
| range m = 9 | | range m = 9 | ||
| range ft = 30 | | range ft = 30 | ||
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| area condition 3 = | | area condition 3 = | ||
| area condition 4 = | | area condition 4 = | ||
| higher levels = | | higher levels = [[Spells#Upcasting|Upcast]]: Deals an additional {{DamageText|1d8|Cold}} damage per [[Spells#Spell_Slot_Levels|Spell Slot Level]]. | ||
| notes = | | 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. | |||
** 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. | |||
| video = Glyph of Warding Visuals.mp4 | |||
}} | }} | ||
== External Links == | |||
* {{FRWiki|Glyph of warding|long}} |
Revision as of 22:12, 21 August 2023
Glyph of Warding: Cold 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 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
- Damage
- 5d8 (5~40) Cold (Dexterity save to halve)
- Details
- Range: 9 m / 30 ft
- AoE: 4 m / 13 ft (Radius)
At higher levels
Upcast: Deals an additional 1d8Cold damage per Spell Slot Level.How to learn
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.