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Hazards

Rushing Waters

Level 3

uncommonMagicalTrap

Stealth DC 20 (trained)

Disable DC 20 Thievery (expert) to rub out the hidden runes on the ceiling, or dispel magic (2nd level, counteract DC 18) to counteract the trap

Spherical Deluge [Reaction] (arcane, conjuration, water)

Critical Success The creature withstands the force of the rushing waters and is unaffected.

Success The creature takes 1d10 bludgeoning damage as the rushing waters slam them into a cave wall.

Level 3 · Complexity Simple

Stealth DC 20 (trained)

Disable

  • Thievery DC 20 (expert) — to rub out the hidden runes on the ceiling, or dispel magic (2nd level, counteract
  • DC 18

Trigger A creature enters the area south of the ring of stones marked on the map

Effect A deluge of water rises up from the ring of stones, then flows forcefully down the passageway to drain into the pit at area **F1b**. Large and smaller creatures in the water's path must attempt a DC 20 Fortitude save. The rushing waters vanish instantly upon striking the pit floor, but do leave everything down there sopping wet.

Reset The magic rejuvenates over 10 minutes, after which it is recharged and ready to activate again.

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