Force and Flame
Level 20Hazard (Complex)HazardLargeRemaster
AC 0
HP 0
Speed 0 ft.
Fort +0
Ref +0
Will +0
Perc +0
Size Large
Common
Complex Hazard
Stealth +38
Disable DC 45 thievery (master) to erase each rune, DC 48 arcana (master) to channel energy from one rune into another, destroying both, or Dispel Magic (8th rank; counteract DC 45) to counteract each rune; a PC can choose to disable a fire rune or a force rune (or choose randomly)
Recall Knowledge arcana DC 40
Attacks
Abilities
Blinding Alarm↺defensive
Trigger A creature tries to open the crate without removing the runes --- Effect The four runes become active with a flash of red light. Each creature in a 30-foot emanation must attempt a DC 42 reflex save. The trap then rolls initiative. --- Critical Success The target is unaffected. Success The target is slightly dazed by the flash, taking a –2 circumstance penalty to their initiative. Failure The target is Blinded for 1 round and takes a –2 circumstance penalty to their initiative. Critical Failure The target is blinded for 1 minute and takes a –4 circumstance penalty to their initiative.
Description
Four invisible runes on a large crate conjure jets of flame and whips of force when someone tries to open the container.