Cantrips |
NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
Green-flame Blade
|
|
1 action |
Self (5 ft Radius) |
Instantaneous |
|
S, M |
|
| Notes: | - Prepared Cantrip.
- TRIGGERS STROX (Energy Infusion Module)
- Make a melee attack against a creature within 5 ft. of you:
- On a hit, the target suffers the weapon attack's normal effects + 1d8 fire damage.
- Green fire leaps from target to a different creature of your choice that you can see within 5 ft. of it.
- The second creature takes 1d8+4 (spellcasting modifier) fire damage.
- DMG increases at lvl 11.
|
Thorn Whip
|
|
1 action |
30 ft |
Instantaneous |
2d6 |
V, S, M |
|
| Notes: | - Prepared Cantrip.
- Attack Roll = d20+5+4+3 (Spellcasting modifier + Proficiency + All-Purpose Tool)
- Piercing damage.
- If the creature is Large or smaller, you pull the creature up to 10 ft. closer to you.
- DMG increases at lvl 11.
|
Spare the Dying
|
|
1 action |
Touch |
Instantaneous |
|
V, S |
|
| Notes: | - Prepared Cantrip.
- You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
|
Toll the Dead
|
|
1 action |
60 ft |
Instantaneous |
|
V, S |
|
| Notes: | - From Item - All-Purpose Tool.
- Choose a cantrip that you don't know from any class list.
- For 8 hours, you can cast that cantrip, and it counts as an artificer cantrip for you.
- Once this property is used, it can't be used again until the next dawn.
TRIGGERS STROX (Energy Infusion Module) You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw (DC 20 = 8 + your Intelligence modifier + your proficiency bonus +3 from All-Purpose Tool) or take 2d8 necrotic damage. If the target is missing any of its hit points, it instead takes 2d12 necrotic damage. DMG increases at lvl 11.
|
Mending
|
|
1 minute |
Strox |
Instantaneous |
2d6 |
V, S, M |
|
| Notes: | - From Item - Needle of Mending.
- Repairs a single break or tear of 1 ft or less in an object you touch leaving no trace of the former damage.
- This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.
- This spell can also be used to heal Strox.
|
Produce Flame
|
+9 |
1 action |
Self / 30 ft |
10 minutes |
2d8 |
V, S |
|
| Notes: | - From 'Izzet Engineer' background.
- TRIGGERS STROX (Energy Infusion Module)
- A flame appears in your hand for the spells duration.
- It harms neither you nor your equipment.
- The flame sheds bright light in a 10 ft radius and dim light for an additional 10 ft.
- The spell ends if you dismiss it as an action, if you cast it again or if you attack with the flame.
- When you cast this spell, or as an action on a later turn, you can make a ranged spell attack to hurl the flame at a creature within 30 ft. On a hit, the target takes fire damage.
- DMG increases at lvl 11.
|
Shocking Grasp
|
+9 |
1 action |
Touch |
Instantaneous |
2d8 |
V, S |
|
| Notes: | - From 'Izzet Engineer' background.
- TRIGGERS STROX (Energy Infusion Module)
- Advantage on the attack roll if the target is wearing armour made of metal.
- On a hit, the target takes lightning damage and can’t take reactions until the start of its next turn.
- DMG increases at lvl 11.
|
Level 1 Spells 4 slots |
NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
Absorb Elements
|
|
1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage |
Self |
1 Round |
1d6 |
S |
|
| Notes: | - Prepared Spell.
- The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack.
- You have resistance to the triggering damage type until the start of your next turn.
- Also, the first time you hit with a melee attack on your next turn, the target takes extra damage of the triggering type, and the spell ends.
- TRIGGERS STROX (Energy Infusion Module)
|
Arcane weapon
|
|
1 bonus action |
Self |
Concentration, up to 1 hour |
1d6 |
V, S |
|
| Notes: | - Prepared Spell.
- You channel arcane energy into one simple or martial weapon you’re holding, and choose one damage type:
- Acid
- Cold
- Fire
- Lightning
- Poison
- Thunder
- Until the spell ends, you deal extra damage of the chosen type to any target you hit with the weapon.
- If the weapon isn’t magical, it becomes a magic weapon for the spell’s duration.
- As a bonus action, you can change the damage type, choosing from the options above.
- At higher levels, concentration lasts for up to 8 hours.
|
Cure Wounds
|
|
1 action |
Touch |
Instantaneous |
1d8+5 |
V, S |
|
| Notes: | - Prepared Spell.
- A creature you touch regains a number of hit points.
- This spell has no effect on undead or constructs.
|
Sanctuary
|
|
1 bonus action |
30 ft |
1 minute |
|
V, S, M |
|
| Notes: | - Prepared Spell.
- If targeted, forces creature to change target on a failed Wisdom saving throw (DC 20 = 8 + your Intelligence modifier + your proficiency bonus +3 from All-Purpose Tool).
- Proficiency increases at lvl 13.
|
Heroism
|
|
1 action |
Touch |
Concentration, up to 1 minute |
5 |
V, S |
|
| Notes: | - From 'Battle Smith' sub-class.
- A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns.
- When the spell ends, the target loses any remaining temporary hit points from this spell.
- At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
|
Shield
|
|
1 reaction |
Self |
1 round |
|
V, S |
|
| Notes: | - From 'Battle Smith' sub-class.
- +5 to AC until start of next turn (including against triggering attack).
- Also, take no damage from magic missile.
|
Chaos Bolt
|
+9 |
1 action |
120 ft |
Instantaneous |
2d8+1d6 |
V, S |
|
| Notes: | - From 'Izzet Engineer' background.
- TRIGGERS STROX (Energy Infusion Module)
- Damage type based on one of the d8's:
- 1 = Acid
- 2 = Cold
- 3 = Fire
- 4 = Force
- 5 = Lightning
- 6 = Poison
- 7 = Psychic
- 8 = Thunder
- If numbers the same, the chaotic energy also targets a different creature of your choice within 30 ft of it (reroll everything for new attack).
|
Create or Destroy Water
|
|
1 action |
30 ft |
Instantaneous |
|
V, S, M |
|
| Notes: | - From 'Izzet Engineer' background.
- You either create or destroy water.
- Create Water:
- You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30 ft. cube within range, extinguishing exposed flames in the area.
- Destroy Water:
- You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30 ft. cube within range.
- When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 ft, for each slot level above 1st.
|
Unseen Servant
|
|
1 action |
60 ft |
1 hour |
|
V, S, M |
|
| Notes: | - From 'Izzet Engineer' background.
- This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends.
- The servant springs into existence in an unoccupied space on the ground within range.
- It has AC 10, 1 hit point, and a Strength of 2, and it can’t attack.
- If it drops to 0 hit points, the spell ends.
- Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 ft. and interact with an object.
- The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine.
- Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.
- If you command the servant to perform a task that would move it more than 60 ft away from you, the spell ends.
|
Level 2 Spells 3 slots |
NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
Absorb Elements
|
|
1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage |
Self |
1 Round |
1d6 + |
S |
|
| Notes: | - Prepared Spell.
- The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack.
- You have resistance to the triggering damage type until the start of your next turn.
- Also, the first time you hit with a melee attack on your next turn, the target takes extra damage of the triggering type, and the spell ends.
- TRIGGERS STROX (Energy Infusion Module)
|
Cure Wounds
|
|
1 action |
Touch |
Instantaneous |
1d8+5 + |
V, S |
|
| Notes: | - Prepared Spell.
- A creature you touch regains a number of hit points.
- This spell has no effect on undead or constructs.
|
Enlarge Reduce
|
|
1 action |
30 ft |
Concentration, up to 1 minute |
|
V, S, M |
|
| Notes: | - Prepared Spell.
- You cause a creature or an object you can see within range (that is neither worn nor carried) to grow larger or smaller for the duration.
- If the target is unwilling, it can make a Constitution saving throw (DC 20 = 8 + your Intelligence modifier + your proficiency bonus +3 from All-Purpose Tool). On a success, the spell has no effect.
- If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.
- Enlarge:
- The target’s size doubles in all dimensions, and its weight is multiplied by eight.
- This growth increases its size by one category – from Medium to Large, for example. If there isn’t enough room for the target to double its size, the creature or object attains the maximum possible size in the space available.
- Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target’s weapons also grow to match its new size.
- While these weapons are enlarged, the target’s attack with them deal 1d4 extra damage.
- Reduce:
- The target’s size is halved in all dimensions, and its weight is reduced to one-eighth of normal.
- This reduction decreases its size by one category – from Medium to Small, for example.
- Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws.
- The target’s weapons also shrink to match its new size. While these weapons are reduced, the target’s attacks with them deal -1d4 less damage (this can’t reduce the damage below 1).
|
Vortex Warp
|
|
1 action |
90 ft |
Instantaneous |
|
V, S |
|
| Notes: | - Prepared Spell.
- You magically twist space around another creature you can see within range.
- Unless the target chooses to fail, they must succeed on a Constitution saving throw (DC 20 = 8 + your Intelligence modifier + your proficiency bonus +3 from All-Purpose Tool), or the target is teleported to an unoccupied space of your choice that you can see within range.
- The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze.
- When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 30 ft. for each slot level above 2nd.
- Proficiency increases at lvl 13.
|
Web
|
|
1 action |
60 ft |
Concentration, up to 1 hour |
|
V, S, M |
|
| Notes: | - Prepared Spell.
- You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20 ft. cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.
- If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 ft.
- Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw (DC 20 = 8 + your Intelligence modifier + your proficiency bonus +3 from All-Purpose Tool).
- On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.
- A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.
- The webs are flammable. Any 5 ft. cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.
|
Branding Smite
|
|
1 bonus action |
Self |
Concentration, up to 1 minute |
2d6 |
V |
|
| Notes: | - From 'Battle Smith' sub-class.
- The next time you hit a creature with a weapon attack before this spell ends, the attack deals radiant damage to the target, which becomes visible if it is invisible.
- TRIGGERS STROX (Energy Infusion Module)
- The target sheds dim light in a 5 ft. radius and can’t become invisible until the spell ends.
|
Warding Bond
|
|
1 action |
Touch, Remains within 60 ft |
1 hour |
|
V, S, M |
|
| Notes: | - From 'Battle Smith' sub-class.
- This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends.
- While the target is within 60 ft. of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage.
- Also, each time it takes damage, you take the same amount of damage.
- The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 ft.
- It also ends if the spell is cast again on either of the connected creatures.
- You can also dismiss the spell as an action.
|
Chaos Bolt
|
+9 |
1 action |
120 ft |
Instantaneous |
2d8+1d6 + |
V, S |
|
| Notes: | - From 'Izzet Engineer' background.
- TRIGGERS STROX (Energy Infusion Module)
- Damage type based on one of the d8's:
- 1 = Acid
- 2 = Cold
- 3 = Fire
- 4 = Force
- 5 = Lightning
- 6 = Poison
- 7 = Psychic
- 8 = Thunder
- If numbers the same, the chaotic energy also targets a different creature of your choice within 30 ft of it (reroll everything for new attack).
|
Heat Metal
|
+9 |
1 action |
60 ft |
Concentration, up to 1 minute |
2d8 |
V, S, M |
|
| Notes: | - From 'Izzet Engineer' background.
- Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armour, that you can see within range. You cause the object to glow red-hot.
- Any creature in physical contact with the object takes fire damage when you cast the spell.
- Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.
- If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw (DC 20 = 8 + your Intelligence modifier + your proficiency bonus +3 from All-Purpose Tool) or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
|
Rope Trick
|
|
1 action |
Touch |
1 hour |
|
V, S, M |
|
| Notes: | - From 'Izzet Engineer' background.
- You touch a rope up to 60 ft. long.
- One end rises into the air until the whole rope hangs perpendicular to the ground.
- At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.
- The extradimensional space can be reached by climbing to the top of the rope.
- The space can hold as many as eight Medium or smaller creatures.
- The rope can be pulled into the space, making the rope disappear from view outside the space.
- Attacks and spells can’t cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3 ft x 5 ft window centered on the rope.
- Anything inside the extradimensional space drops out when the spell ends.
|
Level 3 Spells 3 slots |
NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
Absorb Elements
|
|
1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage |
Self |
1 Round |
1d6 + |
S |
|
| Notes: | - Prepared Spell.
- The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack.
- You have resistance to the triggering damage type until the start of your next turn.
- Also, the first time you hit with a melee attack on your next turn, the target takes extra damage of the triggering type, and the spell ends.
- TRIGGERS STROX (Energy Infusion Module)
|
Cure Wounds
|
|
1 action |
Touch |
Instantaneous |
1d8+5 + |
V, S |
|
| Notes: | - Prepared Spell.
- A creature you touch regains a number of hit points.
- This spell has no effect on undead or constructs.
|
Haste
|
|
1 action |
30. ft |
Concentration, up to 1 minute |
|
V, S, M |
|
| Notes: | - Prepared Spell.
- Choose a willing creature that you can see within range. Until the spell ends:
- the target’s speed is doubled
- it gains a +2 bonus to AC
- it has advantage on Dexterity saving throws
- and it gains an additional action on each of its turns - the action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
|
Revivify
|
|
1 action |
Touch |
Instantaneous |
|
V, S, M |
|
| Notes: | - Prepared Spell.
- You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts.
|
Elemental Weapon
|
|
1 action |
Touch |
Concentration, up to 1 hour |
|
V, S |
|
| Notes: | - Prepared Spell.
- A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.
- At Higher Levels. When you cast this spell using a spell slot of 5th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4 .
|
Branding Smite
|
|
1 bonus action |
Self |
Concentration, up to 1 minute |
2d6 + |
V |
|
| Notes: | - From 'Battle Smith' sub-class.
- The next time you hit a creature with a weapon attack before this spell ends, the attack deals radiant damage to the target, which becomes visible if it is invisible.
- TRIGGERS STROX (Energy Infusion Module)
- The target sheds dim light in a 5 ft. radius and can’t become invisible until the spell ends.
|
Aura of Vitality
|
|
1 action |
Self (30 ft. radius) |
Concentration, up to 1 minute |
2d6 |
V |
|
| Notes: | - From 'Battle Smith' sub-class.
- Healing energy radiates from you in an aura with a 30 ft. radius.
- Until the spell ends, the aura moves with you, centered on you.
- You can use a bonus action to cause one creature in the aura (including you) to regain hit points.
|
Conjure Barrage
|
|
1 action |
Self (60 ft. radius) |
Instantaneous |
3d8 |
V, S, M |
|
| Notes: | - From 'Battle Smith' sub-class.
- You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear.
- Each creature in a 60 ft. cone must succeed on a Dexterity saving throw (DC 20 = 8 + your Intelligence modifier + your proficiency bonus +3 from All-Purpose Tool). A creature takes damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.
|
Chaos Bolt
|
+9 |
1 action |
120 ft |
Instantaneous |
2d8+1d6 + |
V, S |
|
| Notes: | - From 'Izzet Engineer' background.
- TRIGGERS STROX (Energy Infusion Module)
- Damage type based on one of the d8's:
- 1 = Acid
- 2 = Cold
- 3 = Fire
- 4 = Force
- 5 = Lightning
- 6 = Poison
- 7 = Psychic
- 8 = Thunder
- If numbers the same, the chaotic energy also targets a different creature of your choice within 30 ft of it (reroll everything for new attack).
|
Heat Metal
|
+9 |
1 action |
60 ft |
Concentration, up to 1 minute |
2d8 + |
V, S, M |
|
| Notes: | - From 'Izzet Engineer' background.
- Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armour, that you can see within range. You cause the object to glow red-hot.
- Any creature in physical contact with the object takes fire damage when you cast the spell.
- Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.
- If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw (DC 20 = 8 + your Intelligence modifier + your proficiency bonus +3 from All-Purpose Tool) or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
|
Call Lightning
|
+9 |
1 action |
120 ft. |
Concentration, up to 10 minutes |
3d10 |
V, S |
|
| Notes: | - From 'Izzet Engineer' background.
- TRIGGERS STROX (Energy Infusion Module)
- A storm cloud appears in the shape of a cylinder that is 10 ft. tall with a 60 ft. radius, centered on a point you can see within range directly above you. The spell fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud).
- When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 ft. of that point must make a Dexterity saving throw (DC 20 = 8 + your Intelligence modifier + your proficiency bonus +3 from All-Purpose Tool).
- A creature takes lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.
- If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10 .
- Proficiency increases at lvl 13.
|
Elemental Weapon
|
+9 |
1 action |
Touch |
Concentration, up to 1 hour |
|
V, S |
|
| Notes: | - From 'Izzet Engineer' background.
- A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.
- TRIGGERS STROX (Energy Infusion Module) IF OWN WEAPON
- At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4 . When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4 .
|
Glyph of Warding
|
+9 |
1 hour |
Touch |
until dispelled or triggered |
|
|
|
| Notes: | - From 'Izzet Engineer' background.
- When you cast this spell, you inscribe a glyph that creates a magical effect triggered by other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 ft. in diameter. If the surface or object is moved more than 10 ft. from where you cast this spell, the glyph is broken, and the spell ends without being triggered.
- The glyph is nearly invisible and requires a successful Investigation check against your spell save DC (DC 20 = 8 + your Intelligence modifier + your proficiency bonus +3 from All-Purpose Tool) to be found.
- You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.
- You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.
- When you inscribe the glyph, choose explosive runes or a spell glyph.
- Explosive Runes. When triggered, the glyph erupts with magical energy in a 20 ft. radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw (DC 20 = 8 + your Intelligence modifier + your proficiency bonus +3 from All-Purpose Tool). A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.
- Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.
- TRIGGERS STROX (Energy Infusion Module)
- At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.
- Proficiency increases at lvl 13.
|