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Glyph of Warding: Cold
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Description
The glyph explodes, dealing Cold damage to enemies in the vicinity. Creatures who pass the Dexterity Saving Throw still take half damage.
The glyph will last until triggered, or until a Long Rest.
Only one glyph can be active at a time.Properties
- Cost
- Action + Level 3 Spell Slot
- Damage: 5~40
5d8Cold- Details
- DEX Save (On Save: Targets still take half damage)
- Range: 9 m (30 ft)
- AoE: 4 m (13 ft) Radius
At higher levels
Upcasting: Casting this spell at a higher level deals an extra 1d8Cold damage for each spell slot level above 3rd.
Technical details
UIDs
Target_GlyphOfWarding_ColdProjectile_GlyphOfWarding_Cold_Trap Triggered effect
Spell flags
How to learn
This spell is a variation of:
Notes
- For other notes about the spell, see Glyph of Warding.
Bugs
- If cast on a wet surface to create Ice, the DC to avoid falling Prone from the Ice surface is based on the entity which created the wet surface instead of the spell's caster.
- For example, if a druid casts Create Water and a wizard casts Glyph of Warding: Cold, the DC to avoid Ice's Prone would be: , instead of .
- The saving throw is only based on spell save DC if the water first had contact with enemies (e.g., casting Create Water on top of them), otherwise, if water is created or thrown to the ground and then frozen by this spell, the Prone saving throw has the default DC of 12.
Visuals
External links[edit section | visual editor]
- on the Forgotten Realms Wiki














