Editing Glyph of Warding: Cold

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{{SpellPage
{{SpellPage
| name = Glyph of Warding: Cold
| name = Glyph of Warding: Cold
| image = Glyph of Warding Cold.webp
| image = Glyph of Warding Cold Icon.png
| level = 3
| level = 3
| school = Abjuration
| school = Abjuration
| ritual =
| classes = Bard, Cleric, Wizard
| variant of = Glyph of Warding
| learns at level 5 = Bard, Cleric, Wizard
| 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.  
| 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 {{DamageType|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.  
Only one glyph can be active at a time.


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.}}
| action type = action
| cost = action, spell3
| attack roll =  
| attack roll =
| damage = 5d8
| damage = 5d8
| damage modifier =
| damage modifier =
| damage type = Cold
| damage type = Cold
| damage per =
| damage save = Dexterity
| damage save effect = half
| extra damage =
| extra damage =
| extra damage modifier =  
| extra damage modifier =  
| extra damage type =
| extra damage type =
| extra damage per =
| extra damage save =
| extra damage save effect =
| concentration =
| concentration =
| save = CON
| range = ranged
| range =
| range m = 9
| range m = 9
| range ft = 30
| range ft = 30
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| area condition 3 =
| area condition 3 =
| area condition 4 =
| area condition 4 =
| 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.
| higher levels =
| variants =
| notes =
| 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.
| video = Glyph of Warding Visuals.mp4
}}
}}
== External Links ==
* {{FRWiki|Glyph of warding|long}}
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