Electrified Hall
Level 9
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
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