Firespark Trap (3-4)
HAZARD 3 +11 (trained)
Magical motion sensors detect when a creature enters the chamber.
DC 20 Thievery (trained) to disable the sensor without triggering them, or Dispel Magic (2nd rank; counteract DC 18) 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 4d6 fire damage to all creatures in the area (DC 21 basic Reflex save).
Pathfinder Society Special #3-99: Fate in the FutureOGL