Astral Nexus (Elite)
Hazard
Level 17 Elite Blaster
XP 3200

Tendrils of white light begin to peel off where the crystal shards focus planar energy into spheres of pure astral essence.

Hazard: The flood of planar energy flares in unexpected and dangerous ways as it is focused and distilled here to pure astral essence.Perception     No Perception check is necessary to notice the energy of the astral nexus.Arcana     DC 20: The character recognizes the nature of the astral nexus and its uncontrolled energy, gaining a +2 bonus to Arcana checks made to avoid the hazard’s effects (see “Countermeasures,” below).TriggerThe first time a creature uses an arcane power in the area, the astral nexus becomes dangerously unstable and the hazard rolls initiative.AttackStandard Action      Melee
Target: One creature within the areaAttack: +20 vs. FortitudeHit: 2d6 + 6 damage, ongoing 5 radiant damage (save ends), and the trap makes a secondary attack.Secondary Attack Close burst 2 centered on the primary target; +24 vs. Reflex    Target: Each creature in the burst other than the primary target    Hit: 1d10 + 3 damage, and the target is dazed (save ends).Special     The confluence of energy here plays havoc with arcane powers. Each time a creature uses an arcane power, roll 1d4 and add the result as a bonus to all attack rolls made with that use of the power. However, at the end of the attacking creature’s turn, it must make a saving throw or take 2d10 damage. Treat all an eldritch giant’s powers except its eldritch blade as arcane powers for the purpose of this effect.Countermeasures     Arcana DC 27: A character can make a check as a standard action to calm the local arcane energies. If successful, the character’s space and each square adjacent to the character are considered outside the trap’s area until the end of the character’s next turn.

Published in Dungeon Magazine 167, page(s) 73.