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Flinching FleshwarpHazard 12

Rare Magical Trap 
Source The Palace of Screaming Flesh pg. 36
Complexity Simple
Stealth DC 33 (expert) to sense the warpline’s presence
Description A surge of fleshwarping magic sets nerves on fire.
Disable DC 30 Arcana (trained) or Occultism (expert) to disrupt the magic, or dispel magic (6th rank, DC 28) to counteract the fleshwarping.
Jolt [reaction] (mental, morph) Trigger A creature opens a cell door; Effect The triggering creature and each creature within 10 feet of them must attempt a DC 32 Will save.
Critical SuccessThe creature is unaffected and becomes immune to the effects of warpline hazards for 1 hour.
SuccessThe creature is unaffected.
FailureThe creature takes 3d10+14 electricity damage as their nerves jolt with painful energy. For 1 day, each time the creature takes damage, they must spend at least one action on their next turn to Stride (or to Burrow, Climb, Fly, or Swim, if they have the corresponding movement type). If they don’t, they take 3d10+14 electricity damage at the end of their turn.
Critical FailureAs failure, except the effect lasts 1 week.

Reset The hazard resets after 1 minute.

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