Spell Water Rune

Water Rune

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Spells

  • School: Alteration
  • Range: Touch
  • Duration: Special
  • Area of Effect: 10-ft. radius
  • Components: V,S
  • Casting Time: 3
  • Saving Throw: None

By tracing these mystic runes upon an object, the wizard provides it some protection against fire. The 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 exposed to fire, the runes are activated, releasing enough water to counteract 6d4+6 points of fire damage to anything in the area of effect.

The caster can remove the runes whenever desired. Others can remove them with a successful dispel magic or erase spell. Otherwise, water runes last until the spell is triggered. The item which is so protected may suffer water damage if applicable.

Spell Water Rune

Saga of Jaraah kenurion