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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
- Details
- DEX Save
- Range: 9 m / 30 ft
- AoE: 4 m / 13 ft (Radius)
5d8Cold
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
UID
Target_GlyphOfWarding_Cold
Spell flags
How to learn
This spell is a variation of:
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.
Bugs
- The Ice's Prone DC created by this spell, if casted on a wet surface is based of the entity that created the wet surface instead of the caster of the spell.
- If a druid casts Create Water and a wizard casts G.o.W: Cold, the Ice's Prone DC 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 casted/thrown to the ground and then frozen by this spell, the Prone DC will have a default value of 12.
- If a druid casts Create Water and a wizard casts G.o.W: Cold, the Ice's Prone DC will be: 8 + druid INT modifier + druid proficiency + druid equipment bonus, instead of 8 + wizard INT Modifier + wizard proficiency + wizard equipment bonus.
Visuals