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Hazards

Electrified Water Ward

Stealth +18 (expert)

commonComplexMagicalTrap
Lvl 8complexComplexMagicalTrap
EffectA creature passes over the invisible underwater rune between the north and south doors · save DC 26 Reflex (basic) · 4d10 electricity

+18 (expert)

Disable

DC 26 Thievery (expert), DC 28 Arcana (expert), or DC 28 Occultism (expert) to harmlessly bleed away the electrical energy from the rune. Once the trap has been activated, the electrical energy is stronger, so three successful checks (of any combination of the relevant skills) are necessary to deactivate it, but these checks can be attempted from anywhere in the room.

Electrocution [Reaction] (arcane, electricity, evocation);


Routine

(1 action) The trap deals 4d10 electricity damage (DC 26 basic Reflex save) to all creatures in the room. A creature that fails the save is slowed 1 (slowed 2 on a critical failure).