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Electrified HallHazard 9

Legacy Content

Electricity Evocation Magical Trap 
Source Pathfinder #195: Heavy is the Crown pg. 29
Complexity Simple
Stealth DC 33 (expert)
Description Runes hidden in the door's carvings blast lightning down the hall.
Disable DC 30 Thievery (master) to scratch out the runes, or dispel magic (5th level; counteract DC 28) to counteract the runes
Synaptic Jolt [reaction] (arcane, electricity, evocation, nonlethal) Trigger A creature damages the door, fails to Force Open the door, or fails a check to realign the stonework keys; Effect Electricity fills the hallway and affects all creatures inside it, who must attempt a DC 28 Reflex save.

Critical Success No effect.
Success The trap deals 1d12+5 electricity damage.
Failure The trap deals 2d12+10 electricity damage, and the creature becomes clumsy 1 and stupefied 1 for 1 hour.
Critical Failure The trap deals 4d12+20 electricity damage, and the creature becomes clumsy 2 and stupefied 2 for 1 hour.
Reset automatic