General Hazards | Adventure-Specific Hazards

Electric Latch RuneHazard 3

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 ReactionReaction (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).