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Hazards

Wheel of Misery

Complex Magical Mechanical Trap

commonComplexMagicalMechanicalTrap
Lvl 6complexComplexMagicalMechanicalTrap
AC
24
HP
56
Hardness
14
EffectA creature enters the sensor’s detection area
AC
24
HP
56

A great rune-carved wheel that spins of its own accord, each segment loosing a different spell at whoever stands nearest when it lurches to a halt.

In play

Wheel Spin [Reaction]

Routine (2 actions) On its initiative, the trap uses its first action to spin, then stops. Roll 1d6 to determine which segment is topmost when the wheel stops spinning. The wheel uses its second action to replicate the spell listed for that segment (3rd rank, DC 24, spell attack modifier +14). This spell's target is centered on or otherwise includes the nearest creature in the area.

Disable DC 26 Thievery (expert) on the wheel to stop it from spinning, DC 22 Thievery (master) to erase each rune, or dispel magic (4th rank; counteract DC 22) to counteract each rune.