Firespark Trap (1-2)

Level 1Hazard
HazardMediumLegacy
AC 0
HP 0
Speed 0 ft.
Fort +0
Ref +0
Will +0
Perc +0
Size Medium
Common
Stealth +10
Disable DC 17 thievery (trained) to disable the sensor without triggering them, or Dispel Magic (1st rank; counteract DC 15) to counteract the sensors
Recall Knowledge arcana DC 15

Abilities

Firespark

Trigger A living creature enters the chamber --- Effect The rune detonates in a ball of flame that fills the chamber, dealing 2d6 fire damage to all creatures in the area (DC 16 reflex save).

Description

Magical motion sensors detect when a creature enters the chamber.