Pit Illusion Snare
You add a touch of illusion magic to a magical sensor that makes the target believe a bottomless pit opens below it when the snare is triggered. A Medium or smaller creature that enters the snare's square must attempt a DC 20 will save.
Critical Success The creature is unaffected.
Success The creature is cautious moving forward, treating the snare's square and all adjacent squares as difficult terrain until the end of its turn.
Failure The creature falls Prone.
Critical Failure The creature falls prone and takes 1d4 mental damage.
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.
Effects and magic items with this trait involve false sensory stimuli.
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.
A mental effect can alter the target's mind. It has no effect on an object or a mindless creature.
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.