Level
3rd
Casting Time
1 Bonus Action
Range/Area
40 ft.
Components
V, S, M *
Duration
Until Dispelled or Triggered
School
Abjuration
Attack/Save
DEX Save
Damage/Effect
Thunder

As a Bonus action you inscribe a glyph in range that later unleashes a magical effect. You inscribe it on a surface that is at least 1 foot by 1 foot. The glyph can cover an area no larger than 10 feet in diameter.

The glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice.

When you inscribe the glyph, you can activate it as a bonus action. When triggered, the glyph erupts with magical energy in a 20-foot-radius Sphere centered on the glyph. Each creature in the area makes a Dexterity saving throw. A creature takes 5d6 Thunder damage and is stunned until the start of your next turn on a failed save or half as much damage on a successful one and are not stunned.

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.

* - (powdered iron worth 20+ GP, which the spell consumes)

Spell Tags: Damage Control Warding

Available For: Bard (Legacy) Cleric (Legacy) Wizard (Legacy) Artificer (Legacy) Bard Cleric Wizard

FeVolmir

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