Rune of Warding

Spell — see Magic and Spellcasting for the rules and the Spell Index for the full list.

Arcane 3, Divine 3 Type: esoteric, protection

Range: touch Duration: perpetual

This spell creates a magical rune that harms those who enter, pass, or open the target area or object. A rune of warding can guard a bridge or passage, ward a portal, trap a chest or box, and so on. The maximum area of effect that can be protected by the ward is 25 square feet per caster level. The caster can ward up to 100 square feet each round. It can take multiple rounds for a caster to create a large rune, during which time the caster must maintain stationary concentration. The rune can conform to any shape up to the limitations of the total square footage.

After creating the rune, the caster must choose to configure it as either a blast rune or spell rune. The caster must maintain stationary concentration for one additional round to configure the rune and might have to cast a spell.

Blast Rune: A blast rune can damage any creatures in the warded area or touching the warded object when it triggers. To create a blast rune, the caster simply specifies a damage type of his choice at the time of casting, choosing from extraordinary cold, extraordinary electric, extraordinary fire, or extraordinary seismic. When the rune is triggered, each creature must make a Blast saving throw. If the save fails, the creature takes 2 damage per caster level. If the save succeeds, the creature takes half that damage.

Spell Rune: A spell rune can release a spell stored in the rune when it triggers. To create a spell rune, the caster must cast a blast, death, enchantment, reversed healing, or transmogrification spell of his choice into the rune. When the rune is triggered, the stored spell is cast at the caster level of the rune. If the spell has an area of effect, the area of effect is centered on the center of the area or object warded. If the spell targets one or more creatures, it targets eligible creatures in order of proximity to the center of the area or object warded. The stored spells effects are resolved according to its description.

After he configures the rune, the caster sets a password. The password must be short enough to say in a few seconds but can be in any language the caster speaks. Thereafter any creature entering or touching the warded area or opening the warded object without speaking the password within one round triggers the rune.

It is easy to accidentally trigger a rune of warding, because a completely configured rune is nearly invisible. It can be detected as a trap or with spells such as discern magic or true seeing. It can be dispelled normally. Alternatively, a character with Trapbreaking proficiency who also has a class power or proficiency enabling him to cast spells, read spell scrolls, or use arcane magic items can safely destroy a rune of warding with a successful proficiency throw.

A rune of warding vanishes when triggered. The spell is otherwise perpetual, lasting until dispelled or until the caster dies or decides to stop sustaining it.

Ashley J. Williams Second Memorial Rule (optional): If the creature entering or touching the warded area or opening the warded object knows and speaks the password, but cannot speak the language it’s in, he must make an Implements saving throw. If the save succeeds, he successfully speaks the password. If the save fails, he mangles the pronunciation so badly that the rune is triggered.