Rune Trap
Uncommon
Uncommon
Cast 1 hour
Secondary Casters 1
Primary Check Arcana (expert), Nature (expert), Occultism (expert), or Religion (expert) as determined by the tradition of spell cast in the ritual
Secondary Checks Crafting
Range touch
Target(s) 1 object or a 10-foot-by-10-foot area
You create a magical trap by binding a hostile spell into a rune. As part of performing this ritual, you also Cast a Spell to store in the rune. The stored spell must take 3 actions or fewer to cast, have a hostile effect, and target one creature or have an area. You can set a password, a trigger, or both for the rune. Any creature that moves, opens, or touches the target container or enters the target area that doesn't speak the password or that matches the trigger activates the rune, releasing the harmful spell within.