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Glyph of Warding: Difference between revisions
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{{SpellPage | |||
| name = Glyph of Warding | |||
| image = Glyph of Warding.webp | |||
| level = 3 | |||
| school = Abjuration | |||
| ritual = | |||
| 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 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]]. | ||
| warning = {{Prereq|Only one glyph can be active at a time.}} | |||
| cost = action, spell3 | |||
| attack roll = | |||
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| concentration = | |||
| save = DEX | |||
| range = | |||
| range m = 9 | |||
| range ft = 30 | |||
| aoe = radius | |||
| aoe m = 4 | |||
| aoe ft = 13 | |||
| condition = | |||
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| area = | |||
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| area condition = | |||
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| area condition 4 = | |||
| 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 | |||
| notes = * When the glyph is triggered, those affected by it each rolls a [[File:Save Throw Icons.png|frameless|upright=0.1|link=]] [[Dexterity]] {{SavingThrow}}. 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. | |||
* Only one glyph can be active at a time. | |||
** If another glyph is placed while one is already active, the previous one will fade and vanish with no effect. | |||
** The limit is one per character; multiple characters can each have a glyph active at a time. | |||
* 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]] | |||
*** [[Shadowheart]], being a [[Half-Elf]] [[Cleric]], can naturally utilize this tactic starting from level 5. | |||
* The incantation for Glyph of Warding is '''Ira et Dolor''', Latin for "anger and pain". | |||
| video = Glyph of Warding Visuals.mp4 | |||
}} | |||
== External Links == | |||
* {{FRWiki|Glyph of warding|long}} | |||
| | |||
[[Category:Sources of Acid damage]] | |||
[[Category:Sources of Lightning damage]] | |||
[[Category:Sources of Cold damage]] | |||
[[Category:Sources of Fire damage]] | |||
[[Category:Sources of Thunder damage]] | |||
Latest revision as of 20:58, 6 August 2024
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
At higher levels
See each individual variant's page.Variants
How to learn
Notes
- When the glyph is triggered, those affected by it each rolls a 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.
- Only one glyph can be active at a time.
- If another glyph is placed while one is already active, the previous one will fade and vanish with no effect.
- The limit is one per character; multiple characters can each have a glyph active at a time.
- 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
- Shadowheart, being a Half-Elf Cleric, can naturally utilize this tactic starting from level 5.
- The incantation for Glyph of Warding is Ira et Dolor, Latin for "anger and pain".