Conundrum Ward
HAZARD 9 -5
A complex geometrical ward with mathematical equations woven into its lines magically seals the door, harming anyone who touches it.
DC 30 Thievery (master) to sabotage the ward, Geometry or DC 25 Mathematics Lore (trained) to calculate the solution to the complex equations, DC 28 Crafting (expert) to manipulate the ward's precise underlying schematics, or Dispel Magic (4th rank; counteract DC 26) to counteract the magical ward
Mental Conundrum (mental, occult)
A creature touches the door directly or with a tool
The ward's equations spiral and swirl, drawing the mind into an inescapable conundrum. The triggering creature is dealt 4d10+26 mental damage (DC 32 basic Will save). On a failure, the target is additionally Stupefied 2, or Stupefied 4 on a critical failure.
The trap automatically resets after being triggered. If disabled, the ward does not reset.
Pathfinder #215: To Blot Out the SunORC