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Hazards

Paralyzing Light Trap

Level 8

commonComplexMagicalTrap

Stealth DC +18 (expert)

Disable Disable DC 26 Thievery (master) to distort or diffuse the light, keeping the light cone intact but preventing the trap from triggering, or dispel magic (4th level; counteract DC 26) to dispel the light, leaving the room in darkness

Stasis Field [Reaction] (enchantment, incapacitation, mental, occult); Critical Success The target is unaffected. Success The target is stunned 2. Failure The target is paralyzed for 1 round. Critical Failure The target is stupefied 2 for 1d4 rounds and paralyzed for 1 round.

Level 8 · Complexity Complex

Stealth DC +18 (expert)

Disable

  • Thievery DC 26 (master) — to distort or diffuse the light, keeping the light cone intact but preventing the trap from triggering, or dispel magic (4th level; counteract
  • DC 26

Trigger A non-devil creature moves into the light

Effect The light expands to fill the room, and each nondevil creature within the room must attempt a DC 26 Will save. A high-pitched chime sounds in the barracks (area **D15**), audible in this room as well. The trap then rolls initiative.

Reset The stasis magic in the light builds up over the course of an hour, after which the trap can trigger again