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4e virgin looking for answers
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<blockquote data-quote="mneme" data-source="post: 5579094" data-attributes="member: 59248"><p>Explosive runes: Well, that spell itself isn't in 4e--it doesn't quite fit the game's economy. If you wanted to houserule it back in, I'd look at the Alchemical Items from Aventurer's Vault. Something like this (based on Alchemist's Fire):</p><p> <strong>Explosive Runes</strong></p><p><strong>Level 6 Common</strong></p><p></p><p><em>When read, these runes explode, damaging anyone nearby.</em></p><p></p><p><strong>Price</strong>: 75 gp</p><p><strong>Alchemical Item Trap</strong></p><p><strong></strong></p><p><strong>Reaction (Consumable * Fire): </strong>When looked at by an unaware, literate character, these runes explose if read -- make a <strong>+9 vs. Will</strong> attack against the triggering character; if it hits, they have read the runes; if not, they are unaware of this attack. A character that deliberately reads the runes automatically triggers the trap.</p><p><strong>Power (Consumable * Fire):</strong> When Triggered. Make an attack: Close burst 1 centered on the runes; +9 vs. Reflex; on a hit, deal 2d6 fire damage; on a miss, deal half damage. The creature triggering the runes is automatically hit by them.</p><p></p><p><strong>Arcana</strong><strong><img src="http://www.wizards.com/dndinsider/compendium/images/bullet.gif" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></strong> DC 15: The character spots the runes and provides a +2 bonus to Thievery or Arcana checks made to disable it.</p><p></p><p>Actually, if you don't want to houserule an alchemical item into existence, there -is- explosive runes in 4e; it's just not a player resource (and appears in a dungeon as a trap -- FR1 Tower of Spellgard). If your players encountered it, a DC 20 Arcana check would let them disable the runes while leaving them active, letting them (with another DC 20 check) reanable them to spring them on an unsuspecting foe. It's a level 2 trap, though (whereas alchemist's Fire is a level 6/11/16/21/26 formula), so the to-hit is lower.</p></blockquote><p></p>
[QUOTE="mneme, post: 5579094, member: 59248"] Explosive runes: Well, that spell itself isn't in 4e--it doesn't quite fit the game's economy. If you wanted to houserule it back in, I'd look at the Alchemical Items from Aventurer's Vault. Something like this (based on Alchemist's Fire): [B]Explosive Runes Level 6 Common[/B] [I]When read, these runes explode, damaging anyone nearby.[/I] [B]Price[/B]: 75 gp [B]Alchemical Item Trap [/B] [B]Reaction (Consumable * Fire): [/B]When looked at by an unaware, literate character, these runes explose if read -- make a [B]+9 vs. Will[/B] attack against the triggering character; if it hits, they have read the runes; if not, they are unaware of this attack. A character that deliberately reads the runes automatically triggers the trap. [B]Power (Consumable * Fire):[/B] When Triggered. Make an attack: Close burst 1 centered on the runes; +9 vs. Reflex; on a hit, deal 2d6 fire damage; on a miss, deal half damage. The creature triggering the runes is automatically hit by them. [B]Arcana[/B][B][IMG]http://www.wizards.com/dndinsider/compendium/images/bullet.gif[/IMG][/B] DC 15: The character spots the runes and provides a +2 bonus to Thievery or Arcana checks made to disable it. Actually, if you don't want to houserule an alchemical item into existence, there -is- explosive runes in 4e; it's just not a player resource (and appears in a dungeon as a trap -- FR1 Tower of Spellgard). If your players encountered it, a DC 20 Arcana check would let them disable the runes while leaving them active, letting them (with another DC 20 check) reanable them to spring them on an unsuspecting foe. It's a level 2 trap, though (whereas alchemist's Fire is a level 6/11/16/21/26 formula), so the to-hit is lower. [/QUOTE]
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