Electrified Water Ward
Level 8Hazard (Complex)HazardMediumLegacy
AC 0
HP 0
Speed 0 ft.
Fort +0
Ref +0
Will +0
Perc +0
Size Medium
Common
Complex Hazard
Stealth +18
Disable DC 26 thievery (expert), DC 28 arcana (expert), or DC 28 occultism (expert) to harmlessly bleed away the electrical energy from the rune. Once the trap has been activated, the electrical energy is stronger, so three successful checks (of any combination of the relevant skills) are necessary to deactivate it, but these checks can be attempted from anywhere in the room.
Recall Knowledge arcana DC 24
Abilities
Electrocution↺
Trigger A creature passes over the invisible underwater rune between the north and south doors --- Effect The trap deals 4d10 electricity damage (DC 26 reflex save) to creatures touching the water, and then rolls initiative.
Description
Passing over an invisible rune on the floor between the north and south doors triggers a dancing burst of electricity.