Hazards Index


Wheel of MiseryHazard 6

ComplexMagicalMechanicalTrap
Source Core Rulebook pg. 527
Complexity Complex
Stealth +16 (expert) to detect the magical sensor; noticing the wheel has a DC of 0
Description An ornate wheel set into a wall—divided into six segments with colored runes on each—is controlled by a magical sensor that detects any creature within 100 feet in front of it.
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 level; counteract DC 22) to counteract each rune
AC 24, Fort +15, Ref +13
Hardness 14, HP 56 (BT 28); Immunities critical hits, object immunities, precision damage
Wheel Spin ReactionReaction Trigger A creature enters the sensor’s detection area. Effect The wheel begins to spin and rolls initiative.
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 level, DC 24, spell attack roll +14). This spell’s target is centered on or otherwise includes the nearest creature in the area. This increases the spell’s range to 100 feet if necessary. Any spell cast by this trap is arcane.
  1. sleep
  2. paralyze
  3. lightning bolt (100-foot line)
  4. blindness
  5. acid arrow
  6. ray of enfeeblement

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