Conundrum Ward
Level 9
Stealth 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.
Level 9 · Complexity Simple
Stealth DC 5
Disable
- DC 30 (master) — (master) to sabotage the ward, Geometry or Mathematics Lore
- Crafting DC 25 (trained) — (trained) to calculate the solution to the complex equations, Crafting
- DC 28 (expert) — (expert) to manipulate the ward’s precise underlying schematics, or dispel magic (4th rank; counteract
- DC 26
Trigger A creature touches the door directly or with a tool
Effect The ward’s equations spiral and swirl, drawing the mind into an inescapable conundrum. The triggering creature is dealt 4d10+26 mental damage (DC 32 basic Will save). On a failure, the target is additionally stupefied 2, or stupefied 4 on a critical failure.
Reset The trap automatically resets after being triggered. If disabled, the ward does not reset.