Fascinating Lecture (1-2)

Level 3Hazard (Complex)
HazardMediumLegacy
AC 0
HP 0
Speed 0 ft.
Fort +0
Ref +0
Will +0
Perc +0
Size Medium
Common
Complex Hazard
Stealth +10
Disable DC 17 intimidation to disrupt the lecture, DC 20 thievery (trained) to scratch out of one of the glyphs on the podium, or Dispel Magic (2nd rank; counteract DC 18) to counteract one of the runes; three total successes are required to disable the trap.
Recall Knowledge occultism DC 18

Abilities

Take Your Seats

Trigger A creature attempts to touch the research papers on the podium. --- Effect The papers are protected by a powerful ward of enchantment magic that lasts until the hazard is completely disabled; no creature can muster the will to touch them. All creatures within the room must attempt a DC 20 will save. The trap then rolls initiative. Critical Success The creature is unaffected. Success The creature must spend an action approaching one of the empty desks in the classroom. Failure The creature must spend two actions approaching one of the empty desks in the classroom and taking a seat. They are Stupefied 1 for 1 hour. Critical Failure The creature spends its next turn approaching one of the empty desks in the classroom and taking a seat. It is Stupefied 2 for 1 hour and Fascinated for one minute.

Description

The semitransparent image of a small Garundi woman at the podium suddenly begins lecturing on the nature of enchantment magic.