|save=[[Reflex]] Half (see text)
|sr=Yes
|summary=A remake of ''explosive runes'', make it less cheesy and more usable in battle.}}
''"Garomp walked You inscribe a circle of magical runes on any solid surface or written surface, they glow with a red light with the same intensity as a candle. The runes detonate when triggered to deal 3d6 fire damage and 3d6 force damage in a 10-ft radius spread. The damage increases by 1d6 each at caster level 8th, 10th and each two caster levels increase thereafter. A creature in the forbidden tunnel beneath same square as the wizard towers, rune when she opened they detonate is not allowed a [[Reflex]] save for half damage. The object or surface the door he saw only a circle of red rune was inscribed on the flooris also dealt full damage with no saves."''
You inscribe a circle of magical runes on any solid surface or written surface, they glow with a red light with When inscribed the caster decides how the same intensity as a candle. The runes detonate when are triggered to deal 3d6 fire damage and 3d6 force damage in a 10-ft radius spread. The damage increase , either by 1d6 each at caster level 8thproximity, 10th and each two caster levels increase thereafter. A creature in the same square as the rune when they detonate is not allowed a [[Reflex]] save for half damage. The object reading or surface the rune were inscribed on is also dealt full damage with no savesboth.
When inscribed the caster decide how the rune are triggered, either by proximity, reading or both. ''Proximity:'' If a character enter enters the same square as the runes, they explode. This only function functions if the runes are uncovered. Thus a cunning caster could inscribe the rune in a book and they would explode as soon as the correct page was turned, revealing themthe runes.
''Reading:'' If a character attempts to read the rune, they immediately explode. They do not need to be able to read the runes themselves, simply their attempt will cause the runes to detonate.
If the surface of the rune is severely damaged, or a failed dispel attempt is made, the runes immediately detonate.
After being cast, the runes need 1 round of warm up before activating. The damage from multiple ''Explosive Runes'' spell spells going off at the same time overlap, it does not stack. The caster may choose a number of creature creatures up to her caster level when casting this spell, these creature creatures do not trigger the ''explosive runes'' either by proximity or by attempting to read them.