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Flawed MemoriesHazard 16

Unique Complex Environmental Mythic Occult 
Source Pathfinder #220: Crypt of Runes pg. 20
Complexity Complex
Stealth DC +35 (master)
Description The murky waters that fill the chamber grant false visions of the past.
Disable DC 45 Crafting (master) to release alchemical reagents to neutralize the ink in the water, DC 42 Nature (legendary) to manipulate the primal magic in the region and negate the ink’s effects, or dispel magic (8th rank; counteract DC 34) to counteract the magical ink in the water; four success are required to disable it (spells that purify or manipulate water, such as cleanse cuisine or control water, can affect this hazard as if the caster were using an equal rank dispel magic)
Mindwarp Ink [reaction] (mental, poison, primal) Trigger A creature moves into the ink-fouled water; Effect The creature must attempt a DC 37 Will save to avoid becoming stupefied 1 for 24 hours (stupefied 2 for 24 hours on a critical failure). The hazard then rolls initiative.
Routine (2 actions) On the trap’s first action, it attempts a water jet ranged Strike on all creatures outside of the water in this room or on the stairs leading up to area
A5. On its second action, the primal magic infusing the waters attempts to seep into the minds of those within it, forcing each creature in the water to attempt a DC 39 Will save against the following effects.
Critical Success The creature is unaffected
Success The creature takes 4d6 mental damage.
Failure The creature takes 8d6 mental damage and is stupefied 2 for 24 hours. While the creature is stupefied, it takes an additional –2 status penalty to checks made to Recall Knowledge.
Critical Failure As failure, but 16d6 mental damage, stupefied 3, and the stupefied condition has an unlimited duration.
Ranged [one-action] water jet +38 (poison); Damage 3d10+18 bludgeoning plus mindwarp ink; no multiple attack penalty
Reset The hazard remains disabled until Baolen refills the area with ink (typically once every 4 hours).

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