Rune Trap
Rune Trap
Trap [Rank 5]
Description: A rune is etched upon the floor and imbued with a magical spell or prayer of the creator's choice. When passed over, the rune activates and the magical spell or prayer is released.
Detect
Awareness DC: 35
Spot DC: 30
Detecting the Trap: You notice distinct symbols carved into the floor. Alternatively, any ability to detect Masked Magical Auras (such as with a Reveal Magic ritual) will detect the magical runes [DC 20].
Investigate DC: 25
Investigating the Area: The symbols are not of any language you can read, but they occasionally give a faint shimmer.
Disarm
Disarm DC: 25
Disarming the Trap: With careful precision, the runes can be scratched out with a sharp knife or similar object.
Failure: Failing the Disarm DC by 6 or more triggers the trap. Otherwise, nothing happens.
Trigger
Triggering the Trap: A creature passes over the area above the rune etched on the floor.
Effect: The rune activates and the effect of the spell or prayer imbued within it is realized. Any attack or damage dealt by the spell are based on the creator's stats.
Variations: The rune can alternatively be activated by a creature touching it, handing an object with the rune, opening a door marked with it, or passing through an archway marked with it.