Electric Lock Rune
Level 3HazardHazardMediumLegacy
AC
10
HP
0
Speed
0 ft.
Perception
+0
Fort
+0
Ref
+0
Will
+0
Stealth DC
10
Recall Knowledge DC 18 (arcana)
Abilities
Electrocution↺
Trigger A creature touches the lock directly or with a tool.
Effect The trap deals 3d12 electricity damage to the triggering creature (DC 22 reflex save).
Disable DC 20 thievery (expert) to scratch out the rune without allowing electricity to flow, or Dispel Magic (2nd rank; counteract DC 18) to counteract the rune
An invisible rune imprinted on a chest's lock releases a powerful electrical discharge.