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Glyph of Warding: Cold

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Glyph of Warding: Cold is a level 3 abjuration spell. This spell is a variant of the Level 3 Abjuration Spell, Glyph of WardingGlyph of Warding. It allows spellcasters to inscribe a ward which explodes and deals Cold damage to enemies when triggered.

Description

The glyph explodes, dealing ColdCold damage to enemies in the vicinity. Creatures who pass the Dexterity Saving ThrowDexterity Saving Throw still take half damage.

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

Prerequisite Icon.pngOnly one glyph can be active at a time.

Properties

Cost
Action + Level 3 Spell Slot
Damage: 5~40
5d8ColdCold
Details
DEX SaveDEX Save
Range: 9 m (30 ft) Range: 9 m (30 ft)
AoE: 4 m (13 ft) Radius AoE: 4 m (13 ft) Radius

At higher levels

Upcasting: Casting this spell at a higher level deals an extra 1d8ColdCold damage for each spell slot level above 3rd.

Technical details

Ico stats.png UIDs
Target_GlyphOfWarding_Cold
https://bg3.norbyte.dev/search?q=name:Target_GlyphOfWarding_Cold
Projectile_GlyphOfWarding_Cold_Trap
https://bg3.norbyte.dev/search?q=name:Projectile_GlyphOfWarding_Cold_Trap Triggered effect

How to learn

This spell is a variation of:
Glyph of WardingGlyph of Warding

Notes

  • Only those considered an enemy can trigger the glyph. When the glyph is triggered everyone within the area is affected, regardless of allegiance.
    • Enemies are 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, or blue respectively) can safely traverse the glyph.
    • If the glyph is cast in an area where hostile creatures are already present, it triggers immediately.
  • Only one glyph per caster can be active at a time. If a creature with an active glyph casts the spell again, the previous one vanishes with no effect.
    • Active glyphs also vanish harmlessly if the caster is dismissed from the party.

Bugs

  • If cast on a wet surface, the DC to avoid ProneProne from the IceIce surface created by this spell is based of the entity which created the wet surface instead of the caster.
    • If a druid casts Create WaterCreate Water and a wizard casts Glyph of Warding: ColdGlyph of Warding: Cold, the DC to avoid Ice's Prone will be: 8 + druid INT modifier + druid proficiency + druid equipment bonus, instead of 8 + wizard INT Modifier + wizard proficiency + wizard equipment bonus.
    • This formula only works if the water first had contact with the enemies (e.g., casting Create Water on top of NPCs), if cast/thrown to the ground and then frozen by this spell, the Prone DC will have a default value of 12.

Visuals

External links[edit section | visual editor]