Firespark Trap (1-2)
HAZARD 1 +10 (trained)
Magical motion sensors detect when a creature enters the chamber.
DC 17 Thievery (trained) to disable the sensor without triggering them, or Dispel Magic (1st rank; counteract DC 15) to counteract the sensors
Firespark (arcane, fire)
A living creature enters the chamber
The rune detonates in a ball of flame that fills the chamber, dealing 2d6 fire damage to all creatures in the area (DC 16 basic Reflex save).
The trap resets after 10 minutes.
Pathfinder Society Special #3-99: Fate in the FutureOGL