Force and Flame

Level 20Hazard (Complex)
HazardLargeRemaster
AC
0
HP
0
Speed
0 ft.
Perception
+0
Fort
+0
Ref
+0
Will
+0
Stealth DC
38
Recall Knowledge DC 40 (arcana)

Attacks

Melee Force Whip +38, Damage 4d10+22 force

Abilities

Blinding Alarm

Trigger A creature tries to open the crate without removing the runes


Effect The four runes become active with a flash of red light. Each creature in a 30-foot emanation must attempt a DC 42 reflex save. The trap then rolls initiative.


Critical Success The target is unaffected.

Success The target is slightly dazed by the flash, taking a –2 circumstance penalty to their initiative.

Failure The target is Blinded for 1 round and takes a –2 circumstance penalty to their initiative.

Disable DC 45 thievery (master) to erase each rune, DC 48 arcana (master) to channel energy from one rune into another, destroying both, or Dispel Magic (8th rank; counteract DC 45) to counteract each rune; a PC can choose to disable a fire rune or a force rune (or choose randomly)

Four invisible runes on a large crate conjure jets of flame and whips of force when someone tries to open the container.