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Hazards

Spiraling Comets

Level 16

uncommonComplexMagicalTrap

Wards of Pharasma that spin into blazing comets, hurling fire and stone at any intruder who breaches the sanctum.

Noticed with Stealth +32 (master). To disable, a creature must make a DC 42 Religion (master) check to command each comet to disperse with Pharasmin prayers, or cast dispel magic (8th level; counteract DC 42) to counteract each comet. The comets are immune to critical hits, object immunities, and precision damage.

Intruder Alert [Reaction] (divination, divine)

In play

Each round the trap runs a 3-action routine, losing 1 action each turn for each comet disabled, counteracted, or destroyed. Each comet uses 1 action to attack the nearest intruder with a comet Strike — a ranged attack at +32 dealing 2d12+18 bludgeoning plus 1d12 fire.

Reset: The trap resets after 1 hour.

Level 16 · Complexity Complex

Stealth +32 (master)

Disable

  • Religion DC 42 (master) — to command each comet to disperse with Pharasmin prayers, or dispel magic (8th level; counteract
  • DC 42

AC 36

HP 100 · Hardness 25

Immunities critical hits, object immunities, precision damage

Trigger An intruder enters the room

Effect The comets change from blue to red in color. The trap then rolls initiative.

Reset The trap resets after 1 hour.