Explosive Runes
Trap
Level 2 Blaster
XP 125

Magical runes on an early page in the book explode when examined by the reader.

Perception     DC 20: The character notices the runes and averts his eyes before detonation.Arcana     DC 15: The character spots the runes and provides a +2 bonus to Thievery or Arcana checks made to disable it.TriggerWhen a character examines the contents of the book (including with a failed Perception or Arcana check), the runes explode.AttackImmediate Reaction      Close burst 1
Target: Each creature in burstAttack: +6 vs. ReflexHit: 2d8 fire damage.Effect The book is destroyed.Countermeasures     Thievery DC 15: A character can carefully deface a glyph, rendering it permanently useless, with a successful check. Failure detonates the trap.
     Arcana DC 20: A character can alter the meaning of the glyph with a few strokes of a quill, disabling it until those strokes are themselves changed (DC 20 check to disable or reenable). Failure detonates the trap.

Published in FR1 Scepter Tower of Spellgard, page(s) 27.