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Hazards

Electrified Entrance

Level 7

uncommonMagicalTrap

A doorway etched with hair-thin runes that wait, patient and invisible, for someone to cross the threshold — then loose a killing arc of magical current through anyone in the frame.

In play

Disable DC 26 Acrobatics (trained) to jump through the door before the runes trigger, DC 28 Thievery (expert) to scratch out the runes, or dispel magic (4th rank; counteract DC 24) to counteract the runes

Sizzle [Reaction]

Reset 1 minute

Level 7 · Complexity Simple

Stealth DC 24 (trained) — (trained) to spot the runes etched into the door’s frame

Disable

  • Acrobatics DC 26 (trained) — to jump through the door before the runes trigger
  • Thievery DC 28 (expert) — to scratch out the runes, or dispel magic (4th rank; counteract
  • DC 24

AC 22

HP 58 · Hardness 14

Immunities critical hits, object immunities, precision damage

Trigger A creature moves through the doorway

Effect Arcs of lightning flash across the threshold. The triggering creature takes 4d8+18 electricity damage (DC 23 basic Reflex save). On a failure, the creature is also dazzled for 1 minute. On a critical failure, the creature is blinded for 1 minute and then dazzled for an additional minute.

Reset 1 minute