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Glyph of Warding: Cold
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Description
The glyph explodes, dealing Dexterity saving throw still take half damage.
The glyph will last until triggered, or until a damage to enemies in the vicinity. Creatures who pass the 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)

5d8
At higher levels
Upcasting: Casting this spell at a higher level deals an extra 1d8 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.