You can create magic runes that hold spells until triggered.
Prerequisite: Int 13, appropriate Craft skill, divine spellcaster level 3rd.
Benefit: You can cast any divine spell you have access to as a rune. You must have prepared the spell to be scribed and must provide any material components or focuses the spell requires. If casting the spell would reduce your XP total, you pay that cost upon beginning the rune in addition to the XP cost for making the rune itself. Likewise, material components are consumed when you begin writing the rune, but focuses are not. See Rune Magic in Chapter 2 of the FORGOTTEN REALMS Campaign Setting for details on runes and rune magic.
A single object of Medium size or smaller can hold only one rune. A larger object can hold one rune per 25 square feet of surface area. Runes cannot be placed on creatures, although they can be drawn on equipment a creature carries.
The rune has a price equal to its spell level x caster level x 50 gp. (A 0-level spell counts as 1/2 level.) You must spend 1/25 of the price in XP and use up raw materials costing one-half the price to inscribe the rune.