Eldritch Storm
Hazard
Level 22 Warder
XP 4150

The activation of Acererak’s eldritch engine has surrounded the ruins of Necromanteion with a swirling storm of white arcane fire.

Hazard: When a creature casts a spell or uses a magic item within the eldritch storm, that activity brings forth a crippling pulse of power.Perception     DC 24: A character inside the eldritch storm notices that his or her magic items shine with a faint light.Arcana     DC 24: A character inside the storm senses that its unstable energy surges in reaction to spellcasting or the use of a magic item.Trigger       The hazard attacks when a character uses a nonmartial attack power or utility power, uses a magic item power, or makes an attack roll using a magic weapon or magic implement.
Attack * FireOpportunity Action      Close burst 3
Target: Each creature in burstAttack: +23 vs. FortitudeHit: 3d8 fire damage, and the target is dazed until the end of its next turn.Countermeasures     Just before casting a spell or using a magic item, magic weapon, or magic implement, a character can make a DC 29 Arcana check or Thievery check as a minor action. With a successful check, a character gains a +2 bonus to Fortitude against the hazard’s attack and is not dazed if the attack hits.

Published in Tomb of Horrors, page(s) 129.