Glyph of Warding: Cold: Difference between revisions

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{{ up to date | 2023-08-21 }} <!-- Date format is YEAR-MONTH-DAY, like 2023-08-07. -->
{{SpellPage
{{SpellPage
| name = Glyph of Warding: Cold
| name = Glyph of Warding: Cold
| image = Glyph of Warding Cold Icon.png
| image = Glyph of Warding Cold Icon.png
| level = 3
| level = 3
| school = Abjuration
| school = Abjuration
| ritual =
| classes = Bard, Cleric, Wizard
| classes = Bard, Cleric, Wizard
| 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 deals {{DamageType|Cold}} damage to enemies when triggered.
| class learns at level 2 =
| races =
| race learns at level 1 =
| race learns at level 2 =
| 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 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]].
{{SmallIcon|Prerequisite Icon.png}}Only one glyph can be active at a time.
| action type = action
| action type = action
| attack roll =  
| attack roll =
| damage = 5d8
| damage = 5d8
| damage modifier =
| damage modifier =
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| damage save = Dexterity
| damage save = Dexterity
| damage save effect = half
| damage save effect = half
| damage per =
| extra damage =
| extra damage =
| extra damage modifier =  
| extra damage modifier =  
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| extra damage save =
| extra damage save =
| extra damage save effect =
| extra damage save effect =
| extra damage per =
| concentration =
| concentration =
| 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 =
| higher levels = [[Spells#Upcasting|Upcast]]: Deals an additional {{DamageText|1d8|Cold}} damage per [[Spells#Spell_Slot_Levels|Spell Slot Level]].
| notes =
| variants =
| 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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