Saga of Jaraah
Spell Water Rune
- 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.