Ad placeholder
Glyph of Warding: Lightning: Difference between revisions
Jump to navigation
Jump to search
Jswiderski (talk | contribs) No edit summary |
(Remove up-to-date template.) |
||
(2 intermediate revisions by one other user not shown) | |||
Line 1: | Line 1: | ||
{{SpellPage | {{SpellPage | ||
| name = Glyph of Warding: Lightning | | name = Glyph of Warding: Lightning | ||
Line 12: | Line 10: | ||
The glyph will last until triggered, or until a [[Long Rest]]. | The glyph will last until triggered, or until a [[Long Rest]]. | ||
| warning = {{Prereq|Only one glyph can be active at a time.}} | |||
{{Prereq|Only one glyph can be active at a time.}} | |||
| cost = action, spell3 | | cost = action, spell3 | ||
| attack roll = | | attack roll = | ||
Line 19: | Line 16: | ||
| damage modifier = | | damage modifier = | ||
| damage type = Lightning | | damage type = Lightning | ||
| damage per = | | damage per = | ||
| extra damage = | | extra damage = | ||
| extra damage modifier = | | extra damage modifier = | ||
| extra damage type = | | extra damage type = | ||
| extra damage per = | | extra damage per = | ||
| concentration = | | concentration = | ||
| save = DEX | |||
| range = | | range = | ||
| range m = 9 | | range m = 9 |
Latest revision as of 15:34, 9 March 2024
Glyph of Warding: Lightning 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 Lightning damage to enemies when triggered.
Description
The glyph explodes, dealing Lightning 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
At higher levels
Upcast: Casting this spell at a higher level deals an extra 1d8Lightning 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.