Explosive Runes– 3rd Level Wizard Spell (Player’s Handbook)

Explosive Runes– 3rd Level Wizard Spell (Player’s Handbook)

Explosive Runes– 3rd Level Wizard Spell (Player’s Handbook)





Explosive Runes


(Alteration)




Range: Touch

Components: V, S

Duration: Special

Casting Time: 3

Area of Effect: 10-ft. radius

Saving Throw: None or ½





By tracing these mystic runes upon a book, map, scroll, or similar object
bearing written information, the wizard prevents unauthorized persons from reading
his material. The explosive runes are difficult to detect–5% chance per level
of magic use experience of the reader; thieves have only a 5% chance. But trap
detection by spell or magical device always finds these runes.


When read, the explosive runes detonate, delivering 6d4+6 points of damage to
the reader, who gets no saving throw. A like amount, or half that if saving
throws are made, is suffered by each creature within the blast radius. The wizard
who cast the spell, as well as any he instructs, can read the protected writing
without triggering the runes. Likewise, the wizard can remove the runes
whenever desired. Others can remove them only with a successful dispel magic or erase spell. Explosive runes otherwise last until the spell is triggered. The item
upon which the runes are placed is destroyed when the explosion takes place,
unless it is not normally subject to destruction by magical fire (see the item
saving throws in Chapter 6 of the
Dungeon Master Guide).




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