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Archives of Nethys
Hazards Index
Electric Latch Rune
Hazard 3
Electricity
Evocation
Magical
Trap
Source
Core Rulebook pg. 523
2.0
Complexity
Simple
Stealth
DC 20 (trained)
Description
An invisible rune imprinted on a door latch releases a powerful electric discharge.
Disable
Thievery
DC 20 (expert) to scratch out the rune without allowing electricity to flow, or
dispel magic
(2nd level; counteract DC 18) to counteract the rune
Electrocution
(arcane, electricity, evocation);
Trigger
A creature grasps the door latch directly or with a tool.
Effect
The trap deals 3d12 electricity damage to the triggering creature (DC 22 basic Reflex save).