Glyph of Warding: Detonation: Difference between revisions

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| class learns at level 5 = Bard, Cleric, Wizard
| class learns at level 5 = Bard, Cleric, Wizard
| 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 pushes everyone back 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 pushes everyone back when triggered.
| description = The glyph emits a gust of wind that pushes back everyone within range when stepped on by an enemy.
| description = The glyph emits a gust of wind that pushes back everyone within range when stepped on by an enemy. Any creatures within the area of effect that fail the {{SavingThrow|Dexterity}} will be pushed back.


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]].
{{SmallIcon|Prerequisite Icon.png}}Only one glyph can be active at a time.
| action type = action
| action type = action
| range = ranged
| range = ranged
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| aoe ft = 13
| aoe ft = 13
| condition save = Dexterity
| condition save = Dexterity
| higher levels =
| higher levels = [[Spells#Upcasting|Upcast]]: Casting this spell at a higher level doesn't grant any additional benefits.
| notes = Any creatures within the area of effect that fail the {{SavingThrow|Dexterity}} will be pushed back.
| 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.
}}
}}

Revision as of 22:41, 21 August 2023

Glyph of Warding Detonation Icon.png

Glyph of Warding: Detonation 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 pushes everyone back when triggered.

Description

The glyph emits a gust of wind that pushes back everyone within range when stepped on by an enemy. Any creatures within the area of effect that fail the Dexterity saving throw will be pushed back.

The glyph will last until triggered, or until a Long Rest.

Only one glyph can be active at a time.

Properties

Details
 Range: 18 m / 60 ft
AoE: 4 m / 13 ft (Radius)

At higher levels

Upcast: Casting this spell at a higher level doesn't grant any additional benefits.

How to learn

Classes:

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.