{{ up to date | 2023-08-21 }} <!-- Date format is YEAR-MONTH-DAY, like 2023-08-07. -->
{{Feature page
| type = spell
{{SpellPage
| name = Glyph of Warding: Cold
| name = Glyph of Warding: Cold
| image = Glyph of Warding Cold Icon.png
| uid = Target_GlyphOfWarding_Cold
| level = 3
| level = 3
| school = Abjuration
| school = Abjuration
| ritual =
| 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 Cold damage to enemies when triggered.
| classes = Bard, Cleric, Wizard
| class learns at level 5 = Bard, Cleric, Wizard
| 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]].
The glyph will last until triggered, or until a [[Long Rest]].
| warning = {{Prereq|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
| attack roll =
| damage = 5d8
| damage = 5d8
| damage modifier =
| damage type = Cold
| damage type = Cold
| damage save = Dexterity
| cost = action, spell3
| damage save effect = half
| save = CON
| damage per =
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| concentration =
| range =
| range m = 9
| range m = 9
| range ft = 30
| aoe = radius
| aoe = radius
| aoe m = 4
| aoe m = 4
| aoe ft = 13
| higher levels = [[Upcasting]]: Casting this spell at a higher level deals an extra {{DamageText|1d8|Cold}} damage for each spell slot level above 3rd.
| condition =
| variant of = Glyph of Warding
| condition duration =
| notes =
| condition save =
* 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.
| area =
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| area condition =
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| higher levels = [[Spells#Upcasting|Upcast]]: Casting this spell at a higher level deals an extra {{DamageText|1d8|Cold}} damage for each [[Spells#Spell_Slot_Levels|Spell Slot Level]] above 3rd.
| 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.
** 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 Links ==
== External links ==
* {{FRWiki|Glyph of warding|long}}
* {{FRWiki|Glyph of warding|long}}
[[Category:Cold Damage]]
Latest revision as of 03:47, 10 February 2025
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 Dexteritysaving throw still take half damage.
The glyph will last until triggered, or until a Long Rest.
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.