Electrified Water Ward

Level 8Hazard (Complex)
HazardMediumLegacy
AC
0
HP
0
Speed
0 ft.
Perception
+0
Fort
+0
Ref
+0
Will
+0
Stealth DC
18
Recall Knowledge DC 24 (arcana)

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.

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.

Passing over an invisible rune on the floor between the north and south doors triggers a dancing burst of electricity.