Buzzing Latch Rune
Level 13
A glowing sigil etched onto a latch or door — touch it wrong and it erupts in a buzzing jolt that locks the limbs rigid.
Disable DC 34 Thievery (master) to disrupt the rune without triggering it or dispel magic (6th level; counteract DC 31) to magically counteract the rune.
Jolting Buzz [Reaction] (electricity, evocation, primal, sonic)
- Critical Success No effect.
- Success The target is paralyzed for 1 round.
- Failure The target is paralyzed for 1d4 rounds.
Level 13 · Complexity Simple
Stealth DC 32 (master)
Disable
- Thievery DC 34 (master) — to disrupt the rune without triggering it or dispel magic (6th level; counteract
- DC 31
AC 33
HP 84 · Hardness 21
Immunities critical hits, object immunities, precision damage
Trigger A creature attempts to open the door without using the key
Effect The trap makes a loud buzz and deals 5d10 electricity damage and 5d10 sonic damage to the triggering creature (DC 32 basic Reflex save; this save applies to both the electricity damage and the sonic damage). Further, the creature must attempt a DC 32 Fortitude save.
Reset The trap resets after 1 hour.