Spell Water Rune

Water Rune

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  • 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

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