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{{ | {{Feature page | ||
| type = spell | |||
| name = Glyph of Warding: Fire | | name = Glyph of Warding: Fire | ||
| | | uid = Target_GlyphOfWarding_Fire | ||
| level = | | level = 3 | ||
| school = Abjuration | | school = Abjuration | ||
| summary = This spell is a variant of the Level 3 Abjuration Spell, {{SAI|Glyph of Warding}}. This variant of the spell allows spellcasters to inscribe a ward that explodes and deals Fire damage to enemies when triggered. | |||
| summary = This spell is a variant of the Level 3 Abjuration Spell, {{SAI|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. | ||
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.}} | |||
| damage = 5d8 | | damage = 5d8 | ||
| damage type = Fire | | damage type = Fire | ||
| | | cost = action, spell3 | ||
| save = CON | |||
| | |||
| range m = 9 | | range m = 9 | ||
| aoe = radius | | aoe = radius | ||
| aoe m = 4 | | aoe m = 4 | ||
| higher levels = [[Upcasting]]: Casting this spell at a higher level deals an extra {{DamageText|1d8|Fire}} damage for each spell slot level above 3rd. | |||
| spell flags = CannotTargetItems, HasSomaticComponent, HasVerbalComponent, IsSpell | |||
| variant of = Glyph of Warding | |||
| 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. | |||
| higher levels = [[ | |||
| | |||
| 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. | ** 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 glyph is triggered, everyone within the area is affected, regardless of allegiance. | ||
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}} | }} | ||
== External | == External links == | ||
* {{FRWiki|Glyph of warding|long}} | * {{FRWiki|Glyph of warding|long}} |
Latest revision as of 20:42, 26 February 2025
Glyph of Warding: Fire 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 Fire damage to enemies when triggered.
Fire damage for each spell slot level above 3rd.
UID
Spell flags
Description
The glyph explodes, dealing Fire damage to enemies in the vicinity. Creatures who pass the
Dexterity saving throw still take half damage.
Only one glyph can be active at a time.
Properties
At higher levels
Upcasting: Casting this spell at a higher level deals an extra 1d8
Technical details

Target_GlyphOfWarding_Fire

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.