You press your palm (or equivalent appendage) against a surface, causing a rune to appear on that surface. The rune can cover an area no larger than 2 feet in diameter. If the surface is moved more than 10 feet from where you cast this spell, the rune is triggered even if it is inert.
The rune is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice.
When you create the rune, it is inert until the end of your turn.
Once your turn ends, the rune becomes active for the remainder of its duration.
While active, if a creature moves within 5 feet of the rune, the rune is triggered and detonates in a 10 foot line that is 5 feet wide directly away from the run. A creature caught in the line must succeed on a Dexterity saving throw or take 1d6 thunder damage. The detonation is audible out to 100 feet from the rune.
Additionally, when the spell duration ends, the rune is triggered.
If a creature attempts to dispell the rune, it must succeed on an intelligence (arcana) check against your spell save DC. On a failure, the rune is triggered even if it is inert.
At Higher Levels. The damage of the rune increases by 1d6 at 5th level, and again at 11th and 17th level. The detonation is audible out to an additional 100 feet from the rune at 5th level, and again at 11th and 17th level.
* - (Powdered chalk, worth at least 1cp, which the spell consumes)
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