You can create magical runes on objects that hold spells until triggered by touch.
Prerequisite(s): Giantkin; or Int 13, Divine spellcaster level 5, Craft (calligraphy, painting, or tattoos)
Benefit: You can inscribe any divine spell you have prepared as a Rune on an item. You must have prepared the spell to be inscribed and must provide any material components or focus the spell requires. If casting the spell has an XP cost, you pay that cost upon beginning the Rune. Likewise, any required material components are consumed when you begin scribing, but a focus is not. Inscribing a Rune successfully requires a Craft skill check (DC 15 + level of the spell being cast). Failing this check by 5 or more results in a cursed Rune (it does not function, or functions in a way determined by the DM).
A single object of tiny size or larger can hold one Rune. A larger object can hold one Rune per size category larger than tiny. Runes cannot be placed on creatures, although they can be drawn on a creature’s equipment. Runes can only be added to items of Masterwork or greater quality.
Once inscribed, a Rune lasts until triggered. All numerical values are determined by you at the time the Rune is inscribed, including the caster level of the spell (up to your caster level). Any creature touching a Rune triggers it and becomes the target of the spell placed in it. A Rune’s creator may touch a Rune safely without triggering it, or can deliberately trigger it if desired. Triggering a Rune deliberately is a standard action. If the stored spell only affects objects, then an object must touch the Rune to trigger it.
As with a Symbol spell, a Rune cannot be placed upon a weapon with the intent of having it triggered when the weapon strikes a foe. Unlike the spell Glyph of Warding, Runes are not concealed in any way and are obvious to anyone inspecting the object holding the Rune. A Read Magic spell allows its caster to identify the spell held in a Rune with a successful Spellcraft check (DC 15 + spell level of the stored spell).
Runes can be disarmed or deactivated in several ways. A successful Erase spell deactivates a Rune (DC 15 + spell level of the stored spell). Touching a Rune to erase it does not trigger the Rune unless the Erase spell fails to deactivate it. A Dispel Magic targeted on an un-triggered Rune can dispel it on a successful caster level check (DC 11 + level of the Rune’s caster). Un-triggered runes are not subject to area dispels. Rogues can use the Disable Device skill to disable Runes (DC 25 + spell level of the stored spell). Physical damage to a Rune with a sharp instrument or defacing it with fire or acid can also destroy it. As long as the item is not in any creature’s possession, doing so is a full-round action that provokes attacks of opportunity. At least 2 points of damage per caster level of the Rune must be dealt to destroy a Rune in this manner.
Runes follow the rules for magic item creation for Wondrous Items. Runed items are treated as slotless magic items. To price a Runed item, refer to your RPG rule system’s guide to estimating magic item GP value and use the prices for “Items” as a guideline. Crafting a Rune costs half the price so determined.