Paralyzing Light Trap
Level 8Hazard (Complex)HazardMediumLegacy
AC 0
HP 0
Speed 0 ft.
Fort +0
Ref +0
Will +0
Perc +0
Size Medium
Common
Complex Hazard
Stealth +18
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
Recall Knowledge arcana DC 24
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 for 1 round.
Description
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.