Electric Lock Rune

Level 3Hazard
HazardMediumLegacy
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.