Soul Stasis
Level 17
Pillars ringing the chamber pulse with cold divine energy that snares the very soul, dragging at any spirit-bearing creature foolish enough to stand among them.
Stealth +33 (master).
Disable DC 43 Arcana or Religion (master) to reweave the magic within each pillar, DC 46 Thievery (master) to disable each pillar, or dispel magic (8th level; counteract DC 43) to counteract each pillar.
In play
Pulse [Reaction] (divine)
Routine (4 actions) This trap loses 1 action each turn for each disabled pillar. Each pillar uses 1 action to emit a 30-foot-radius burst of inhibiting energy that slows souls. Each non-psychopomp creature with a soul in the area is slowed 1 unless they succeed at a DC 43 Fortitude save.
Level 17 · Complexity Complex
Stealth +33 (master)
Disable
- Arcana DC 43 (master) — or Religion (master) to reweave the magic within each pillar
- Thievery DC 46 (master) — to disable each pillar, or dispel magic (8th level; counteract
- DC 43
AC 40
HP 114 · Hardness 29
Immunities critical hits, object immunities, precision damage
Trigger A soul or creature with a soul enters the area
Effect The steel pillars activate with an audible hum that resonates with spirits. Each non-psychopomp creature with a soul is stunned 3 unless they succeed at a DC 43 Will save. The trap then rolls initiative.
Reset The trap deactivates and resets if 1 minute passes without any souls in the area.