Paralyzing Light Trap

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

Stasis Field

Trigger A non-devil creature moves into the light


Effect The light expands to fill the room, and each nondevil creature within the room must attempt a DC 26 will save. A high-pitched chime sounds in the barracks (area D15 ), audible in this room as well. The trap then rolls initiative.


Critical Success The target is unaffected.

Success The target is Stunned 2.

Failure The target is Paralyzed for 1 round.

Critical Failure The target is Stupefied 2 for 1d4 rounds and paralyzed

Disable DC 26 thievery (master) to distort or diffuse the light, keeping the light cone intact but preventing the trap from triggering, or Dispel Magic (4th rank; counteract DC 26) to dispel the light, leaving the room in darkness

When any creature other than a devil enters the light, the magic interwoven in the light holds the creature in place and rings an alarm.