Level 3 Abjuration spell available to Bards, Clerics, and Wizards. A trap you draw on the floor that goes off when an enemy walks over it. Seven variants, it is not Concentration, and it sits there until it is triggered. This is the pre-combat spell.
Spell description: Inscribe a circle of arcane glyphs on the ground. When stepped on by an enemy, the selected magical effect will trigger.
Spell properties
- Range: 9m (30ft)
- Area: 4m (13ft) radius
- Duration: Until triggered or Long Rest
- Save: DEX save
- Damage: Varies by variant
- Conditions applied: Varies by variant
- Cost: Action + Spell Slot
- Recharge: Per action
Spell upcasting
See each individual variant. Upcasting increases the damage of the elemental glyphs.
How to obtain Glyph of Warding
- Bard, Cleric, Wizard at Class level 5
Source item: Scroll of Glyph of Warding
GLYPH OF WARDING
Level 3 Abjuration SpellInscribe a circle of arcane glyphs on the ground. When stepped on by an enemy, the selected magical effect will trigger.
Glyph of Warding spell variants
You choose the glyph when you cast it. All seven trigger the same way, on an enemy stepping into the area, and all seven persist until triggered or until you Long Rest.
1. Glyph of Warding: Fire
GLYPH OF WARDING: FIRE
Level 3 Abjuration SpellThe glyph erupts in Fire damage when an enemy steps on it. Creatures in the area must make a Dexterity Saving Throw.
On save: The creature takes half damage.
2. Glyph of Warding: Cold
GLYPH OF WARDING: COLD
Level 3 Abjuration SpellThe glyph erupts in Cold damage when an enemy steps on it. Creatures in the area must make a Dexterity Saving Throw.
On save: The creature takes half damage.
3. Glyph of Warding: Lightning
GLYPH OF WARDING: LIGHTNING
Level 3 Abjuration SpellThe glyph erupts in Lightning damage when an enemy steps on it. Creatures in the area must make a Dexterity Saving Throw.
On save: The creature takes half damage.
4. Glyph of Warding: Thunder
GLYPH OF WARDING: THUNDER
Level 3 Abjuration SpellThe glyph erupts in Thunder damage when an enemy steps on it. Creatures in the area must make a Dexterity Saving Throw.
On save: The creature takes half damage.
5. Glyph of Warding: Acid
GLYPH OF WARDING: ACID
Level 3 Abjuration SpellThe glyph erupts in Acid damage when an enemy steps on it. Creatures in the area must make a Dexterity Saving Throw.
On save: The creature takes half damage.
6. Glyph of Warding: Sleep
GLYPH OF WARDING: SLEEP
Level 3 Abjuration SpellThe glyph releases a cloud of soporific gas. Creatures caught in it fall asleep instead of taking damage.
7. Glyph of Warding: Explosion
GLYPH OF WARDING: EXPLOSION
Level 3 Abjuration SpellThe glyph detonates in a burst of Force damage, throwing creatures caught in the blast.
On save: The creature takes half damage.
When to cast Glyph of Warding
Cast it before the fight starts. That is the entire spell. It is not Concentration and it does not expire, so you can lay a glyph down, walk away, go and start a conversation somewhere else, and the trap is still armed when the conversation turns nasty.
Which makes it the best ambush tool in the game for any encounter you know is coming, and the game telegraphs those constantly. Lay the glyph on the floor between you and the person you are about to insult.
Sleep is the variant to take when you want the fight to be over rather than loud. An enemy that walks into a Sleep glyph is unconscious, and unconscious enemies take automatic critical hits from melee.
The elemental glyphs are for damage and the choice barely matters, so pick the type the enemy does not resist. The 4m radius is generous enough that a doorway glyph will catch two or three of them at once.
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