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Glyph of Warding: Cold

From bg3.wiki
Glyph of Warding: Cold is a level 3 abjuration spell. This spell is a variant of the Level 3 Abjuration Spell, Glyph of Warding 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 ColdCold 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
5d8ColdCold
Details
DEX Save
 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 1d8ColdCold damage for each spell slot level above 3rd.

How to learn

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

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.

Visuals

External links edit