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Hazards

Conundrum Ward

Stealth DC 5

uncommonMagicalTrap
Lvl 9simpleMagicalTrapUncommon
EffectA creature touches the door directly or with a tool · save DC 32 Will (basic) · 4d10+26 mental

DC 5

Disable

Thievery DC 30 (master) to sabotage the ward, Geometry or Mathematics Lore DC 25 (trained) to calculate the solution to the complex equations, Crafting DC 28 (expert) to manipulate the ward’s precise underlying schematics, or dispel magic (4th rank; counteract DC 26) to counteract the magical ward

Mental Conundrum [Reaction] (mental, occult)


Reset

The trap automatically resets after being triggered. If disabled, the ward does not reset.