pf2e.fyi
From Pathfinder #195: Heavy is the Crown, which isn't enabled.

Electrified Hall

HAZARD 9
Stealth +23 (expert)
Description Runes hidden in the door's carvings blast lightning down the hall.

Disable DC 30 Thievery (master) to scratch out the runes, or Dispel Magic (5th rank; counteract DC 28) to counteract the runes


Synaptic Jolt (arcane, electricity, nonlethal)
Trigger A creature damages the door, fails to Force Open the door, or fails a check to realign the stonework keys;

Effect Electricity fills the hallway and affects all creatures inside it, who must attempt a DC 28 Reflex save.

Critical Success No effect.

Success The trap deals 1d12+5 electricity damage.

Failure The trap deals 2d12+10 electricity damage, and the creature becomes Clumsy 1 and Stupefied 1 for 1 hour.

Critical Failure The trap deals 4d12+20 electricity damage, and the creature becomes Clumsy 2 and Stupefied 2 for 1 hour.

Reset automatic
Pathfinder #195: Heavy is the CrownOGL