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Glyph of Warding: Difference between revisions

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(Added note on glyph triggering)
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| level = 3
| level = 3
| school = Abjuration
| school = Abjuration
| ritual =
| 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
| class learns at level 2 =
| class learns at level 2 =  
| races =
| races =  
| race learns at level 1 =
| race learns at level 1 =  
| race learns at level 2 =
| race learns at level 2 =  
| summary = This spell allows spellcasters to inscribe a ward that can trigger various magical effects when stepped on by an enemy.
| summary = 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.
| description = Inscribe a circle of arcane glyphs on the ground. When stepped on by an enemy the selected magical effect will trigger.
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{{SmallIcon|Prerequisite Icon.png}}Only one glyph can be active at a time.
{{SmallIcon|Prerequisite Icon.png}}Only one glyph can be active at a time.
| action type = action
| action type = action
| attack roll =
| attack roll =  
| damage =
| damage =  
| damage modifier =
| damage modifier =  
| damage type =
| damage type =  
| damage save =
| damage save =  
| damage save effect =
| damage save effect =  
| 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 =  
| extra damage save effect =
| extra damage save effect =  
| extra damage per =
| extra damage per =  
| concentration =
| concentration =  
| range =
| range =  
| range m = 9
| range m = 9
| range ft = 30
| range ft = 30
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| aoe m = 4
| aoe m = 4
| aoe ft = 13
| aoe ft = 13
| condition =
| condition =  
| condition duration =
| condition duration =  
| condition save =
| condition save =  
| area =
| area =  
| area category =
| area category =  
| area shape =
| area shape =  
| area range m =
| area range m =  
| area range ft =
| area range ft =  
| area duration =
| area duration =  
| area turn start damage =
| area turn start damage =  
| area turn start damage type =
| area turn start damage type =  
| area turn start damage save =
| area turn start damage save =  
| area turn start damage save effect =
| area turn start damage save effect =  
| area turn end damage =
| area turn end damage =  
| area turn end damage type =
| area turn end damage type =  
| area turn end damage save =
| area turn end damage save =  
| area turn end damage save effect =
| area turn end damage save effect =  
| area condition =
| area condition =  
| area condition 2 =
| area condition 2 =  
| area condition 3 =
| area condition 3 =  
| area condition 4 =
| area condition 4 =  
| higher levels = See each individual variant's page.
| higher levels = See each individual variant's page.
| variants = Glyph of Warding: Sleep, Glyph of Warding: Detonation, Glyph of Warding: Thunder, Glyph of Warding: Lightning, Glyph of Warding: Fire, Glyph of Warding: Cold, Glyph of Warding: Acid
| variants = Glyph of Warding: Sleep, Glyph of Warding: Detonation, Glyph of Warding: Thunder, Glyph of Warding: Lightning, Glyph of Warding: Fire, Glyph of Warding: Cold, Glyph of Warding: Acid
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* 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.
* 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.
** 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.
* 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. 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:

Revision as of 02:05, 25 August 2023

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Glyph of Warding Icon.png

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

Details
 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.
  • 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

Visuals

External Links