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Hazards

Electrified Hall

Level 9

commonElectricityEvocationMagicalTrap

Stealth DC 33 (expert)

Disable DC 30 Thievery (master) to scratch out the runes, or dispel magic (5th level; counteract DC 28) to counteract the runes

Synaptic Jolt [Reaction] (arcane, electricity, evocation, nonlethal)

Critical Success No effect.

Success The trap deals 1d12+5 electricity damage.

Failure The trap deals 2d12+10 electricity damage, and the creature becomes clumsy 1 and stupefied 1 for 1 hour.

Critical Failure The trap deals 4d12+20 electricity damage, and the creature becomes clumsy 2 and stupefied 2 for 1 hour.


Reset automatic

Level 9 · Complexity Simple

Stealth DC 33 (expert)

Disable

  • Thievery DC 30 (master) — to scratch out the runes, or dispel magic (5th level; counteract
  • DC 28

Trigger A creature damages the door, fails to Force Open the door, or fails a check to realign the stonework keys

Effect Electricity fills the hallway and affects all creatures inside it, who must attempt a DC 28 Reflex save.

Reset automatic