Test of Endurance

Level 13Hazard
HazardMediumLegacy
AC 0
HP 0
Speed 0 ft.
Fort +0
Ref +0
Will +0
Perc +0
Size Medium
Common
Stealth +30
Disable DC 33 thievery (master) to adjust the wheel's mechanisms so that it won't trigger the Test of Endurance, or Dispel Magic (7th rank, counteract DC 31) to counteract the trap's magic.
Recall Knowledge arcana DC 31

Abilities

Freezing Wind

Trigger A creature critically fails at an attempt to Rotate the Wheel or releases their grip on the wheel once they've started to rotate it Effect A vortex of freezing wind howls through the room-all creatures in the room must attempt a DC 33 fortitude save. --- Critical Success The creature takes no damage. Success The creature takes 1d6 cold damage for each revolution the wheel has been rotated (max 7d6). Failure The creature takes 2d6 cold damage for each revolution the wheel has been rotated (max 14d6) and becomes Fatigued. Critical Failure The creature takes 3d6 cold damage for each revolution the wheel has been rotated (max 21d6), becomes Drained 1, and becomes fatigued.

Description

The room fills with swirling vortexes of freezing wind that swiftly freeze flesh and chill the bones.