Glittering Lights Snare
Some of Brastlewark's youth craft lesser versions of this snare to prank their friends. A creature that enters the square's square is subjected to a rapid series of flashing lights that overstimulate the senses. They must attempt a DC 22 reflex save.
Critical Success The creature is unaffected.
Success The creature is Dazzled for 2 rounds.
Failure The creature is dazzled for 1 minute.
Critical Failure The creature is Blinded for 1 round and then dazzled for 1 minute.
Traits
An item with this trait can be used only once. Unless stated otherwise, it's destroyed after activation. Consumable items include alchemical items and magical consumables such as scrolls and talismans. When a character creates consumable items, they can make them in batches of four.
[table]{"columns":[{"key":"c0","label":"Levels of Light","align":"left"},{"key":"c1","label":"Description","align":"left"}],"rows":[{"c0":"Bright Light","c1":"In bright light, such as sunlight, creatures and objects can be observed clearly by anyone with average vision or better."},{"c0":"Dim Light","c1":"Areas in shadow or lit by weak light sources are in dim light. Creatures and objects in dim light have the Concealed condition, unless the seeker has darkvision or low-light vision, or a precise sense other than vision."},{"c0":"Darkness","c1":"A creature or object within darkness is Hidden or undetected unless the seeker has darkvision or a precise sense other than vision. A creature without darkvision or another means of perceiving in darkness has the Blinded condition while in darkness, though it might be able to see illuminated areas beyond the darkness. If a creature can see into an illuminated area, it can observe creatures within that illuminated area normally. After being in darkness, sudden exposure to bright light might make you Dazzled for a short time, as determined by the GM."}]}
Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.
Traps typically made by rangers, snares follow special rules that allow them to be constructed quickly and used on the battlefield.
A hazard or item with this trait is constructed to hinder interlopers.
A visual effect can affect only creatures that can see it. This applies only to visible parts of the effect, as determined by the GM.