Test of Endurance
Level 13
Stealth DC 40 (master)
Disable DC 33 (master) to adjust the wheel's mechanisms so that it won't trigger the Test of Endurance, or dispel magic (7th level, counteract DC 31) to counteract the trap's magic.
Freezing Wind [Reaction] (cold, evocation)
Critical Success The creature takes no damage.
Success The creature takes 1d6 cold damage for each revolution the wheel has been rotated (max 7d6).
Failure The creature takes 2d6 cold damage for each revolution the wheel has been rotated (max 14d6) and becomes fatigued.
Critical Failure The creature takes 3d6 cold damage for each revolution the wheel has been rotated (max 21d6), becomes drained 1, and becomes fatigued.
Level 13 · Complexity Simple
Stealth DC 40 (master)
Disable
- DC 33 (master) — (master) to adjust the wheel's mechanisms so that it won't trigger the Test of Endurance, or dispel magic (7th level, counteract
- DC 31
Trigger A creature critically fails at an attempt to Rotate the Wheel or releases their grip on the wheel once they've started to rotate it
Effect A vortex of freezing wind howls through the room—all creatures in the room must attempt a DC 33 Fortitude save.
Reset The trap resets automatically.