Electrified Water Ward

Level 8Hazard (Complex)
HazardMediumLegacy
AC
0
HP
0
Speed
0 ft.
Perception
+0
Fort
+0
Ref
+0
Will
+0
Stealth
+18
Recall Knowledge DC 24 (arcana)
Disable DC 26 thievery (expert), DC 28 arcana (expert), or DC 28 occultism (expert) to harmlessly bleed away the electrical energy from the rune. Once the trap has been activated, the electrical energy is stronger, so three successful checks (of any combination of the relevant skills) are necessary to deactivate it, but these checks can be attempted from anywhere in the room.

Passing over an invisible rune on the floor between the north and south doors triggers a dancing burst of electricity.