Explosive Runes

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NameExplosive Runes
SchoolAbjuration [Force]
LevelRune 4, Sor/Wiz 3
ComponentsV, S
Casting Time1 standard action
Recharge Time24 hours
RangeTouch
TargetOne touched object weighing no more than 10 lb.
DurationPermanent until discharged (D)
Saving ThrowSee text
Spell ResistanceYes
VersionSRD
SourcesSystem Reference Document on page 228
Short Description

Deals 6d6 damage when read.

Medium Description

Deals 6d6 force damage when read.

Living GreyhawkOpen

You trace these mystic runes upon a book, map, scroll, or similar object bearing written information. The runes detonate when read, dealing 6d6 points of force damage. Anyone next to the runes (close enough to read them) takes the full damage with no saving throw; any other creature within 10 feet of the runes is entitled to a Reflex save for half damage. The object on which the runes were written also takes full damage (no saving throw).

You and any characters you specifically instruct can read the protected writing without triggering the runes. Likewise, you can remove the runes whenever desired. Another creature can remove them with a successful dispel magic or erase spell, but attempting to dispel or erase the runes and failing to do so triggers the explosion.

Note: Magic traps such as explosive runes are hard to detect and disable. A rogue (only) can use the Search skill to find the runes and Disable Device to thwart them. The DC in each case is 25 + spell level, or 28 for explosive runes.

Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

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