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Hazards

Wheel of Misery

Level 6

commonComplexMagicalMechanicalTrap

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.

Level 6 · Complexity Complex

Stealth +16 (expert) to detect the magical sensor; noticing the wheel has a DC of 0

Disable

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

AC 24

HP 56 · Hardness 14

Immunities critical hits, object immunities, precision damage

Trigger A creature enters the sensor’s detection area

Effect The wheel begins to spin and rolls initiative.

Reset The trap deactivates and resets if 1 minute passes without any creature moving within range of its sensor.