Blast Rune (Sp): As a standard action, you can create a blast rune in any adjacent square. Any creature entering this square takes 1d6 points of damage + 1 point for every two cleric levels you possess. This rune deals either acid, cold, electricity, or fire damage, decided when you create the rune. The rune is invisible and lasts a number of rounds equal to your cleric level or until discharged. You cannot create a blast rune in a square occupied by another creature. This rune counts as a 1st-level spell for the purposes of dispelling. It can be discovered with a DC 26 Perception skill check and disarmed with a DC 26 Disable Device skill check. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Spell Rune (Sp): At 8th level, you can attach another spell that you cast to one of your blast runes, causing that spell to affect the creature that triggers the rune, in addition to the damage. This spell must be of at least one level lower than the highest-level cleric spell you can cast and it must target one or more creatures. Regardless of the number of targets the spell can normally affect, it only affects the creature that triggers the rune.
||Mundane or magical writing vanishes.
|2. Secret Page
||Changes one page to hide its real content.
|3. Glyph of Warding
||Inscription harms those who pass it.
|4. Explosive Runes
||Deals 6d6 damage when read.
|5. Lesser Planar Binding
||Traps extraplanar creature of 6 HD or less until it performs a task.
|6. Greater Glyph of Warding
||As glyph of warding, but up to 10d8 damage or 6th-level spell.
|7. Instant Summons
||Prepared object appears in your hand.
|8. Symbol of Death
||Triggered rune kills nearby creatures.
|9. Teleportation Circle
||Teleports creatures inside circle.