Electrified Water Ward
Level 8
Stealth +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).
Level 8 · Complexity Complex
Stealth +18 (expert)
Disable
- Thievery DC 26 (expert)
- Arcana DC 28 (expert)
- Occultism DC 28 (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.
Trigger A creature passes over the invisible underwater rune between the north and south doors
Effect The trap deals 4d10 electricity damage (DC 26 basic Reflex save) to creatures touching the water, and then rolls initiative.
Reset The pulses stop as soon as no creatures are in the hallway, and then reset after 1 hour.