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Hazards

Prism Ray Trap

Level 5

common

A lattice of prisms hangs around a glowing aeon stone, drinking in its light. Trip the trap and that stored radiance lances out in searing beams of focused fire.

Disable Thievery DC 23 (expert) to disconnect one prism from the aeon stone matrix, or Arcana DC 21 (trained) to disrupt one prism's magical energy, or dispel magic (3rd rank; counteract DC 23) to counteract one prism; four total successes are required to disable the trap. Each prism has Hardness 12 and 14 HP (BT 7).

Opening Shot [Reaction] (attack, fire, magical)

Level 5 · Complexity Complex

Stealth +16 (expert)

Disable

  • Arcana DC 23 (expert) — (expert) to disconnect one prism from the aeon stone matrix , or Arcana
  • DC 21 (trained) — (trained) to disrupt one prism’s magical energy, or dispel magic (3rd rank; counteract
  • DC 23

AC 22

HP 14 · Hardness 12

Immunities critical hits, object immunities, precision damage

Trigger A creature enters area **A1**, and that creature isn’t wearing a _security badge_ and isn’t in the custody of a creature wearing a _security badge_

Effect All four prisms light up, shedding dim light in 15 feet. The trap makes one energy ray Strike against the triggering creature. The trap then rolls initiative.

Reset The trap deactivates and resets when there are no viable targets in area A1. Damaged prisms are fully repaired after 24 hours.