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Hazards

Thief's Trap

Level 20

commonMagicalTrap

Stealth DC 50 (master) to notice that the hairline cracks on the passage walls actually form runes.

Disable DC 45 Thievery (master) or dispel magic (10th level, counteract DC 50) to counteract the runes

Explosion [Reaction]


Reset The trap resets in 1 minute.

Level 20 · Complexity Simple

Stealth DC 50 (master) — (master) to notice that the hairline cracks on the passage walls actually form runes.

Disable

  • Thievery DC 45 (master) — or dispel magic (10th level, counteract
  • DC 50

Trigger A creature crosses a rune

Effect The runes unleash a gout of fire roaring up the chute. Anyone in the chute and within 5 feet of its openings is dealt 8d10+44 fire damage (DC 42 basic Reflex save). Immediately thereafter, the runes emanate a 4th-level _silence_ effect for 1 minute, so anyone injured in the chute can't call out for help.

Reset The trap resets in 1 minute.