Stygian Fires
HAZARD 12 +25 (master)
Freezing black fire bursts from the two quartz altars, filling the room with numbing black flames that scour away memories and emotions as swiftly as they sear flesh and bone.
DC 30 Thievery (master) to sever the links between the door and the lanterns, DC 35 Religion (master) to use prayer to deactivate the divine magic, or Dispel Magic (6th rank; counteract DC 30) to counteract the trap
Stygian Fire (cold, divine)
The doors to area E3 are opened without someone making blood offerings and lighting the lanterns.
Every creature in area E2 must attempt a DC 32 Reflex save.
Critical Success The creature takes no damage.
Success The creature takes 3d10+13 cold damage and is Stupefied 1 for 1 minute.
Failure The creature takes 6d10+27 cold damage and is stupefied 1.
Critical Failure The creature takes 6d10+27 cold damage, takes 1d10 persistent cold damage, and is Stupefied 2.
The trap resets one minute after the doors to area E3 are closed.
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