Far Realm Insanity Portal
Trap
Level 16 Blaster
XP 1600

A glowing orange portal seethes with anger, then releases its energy in a wave of mind-numbing pain.

Trap: Each round, the insanity generator exudes its malevolent forces.Perception     DC 25: A wave of energy seethes in the orange portal at the back of the alcove. It appears ready to lash out.Arcana     DC 25: The character recognizes the portal as leading here from the Far Realm.Dungeoneering     DC 25: The character recognizes the portal as leading here from the Far Realm.Initiative +8TriggerWhen a creature that is not aberrant comes within 10 squares of the insanity portal, the trap activates and rolls initiative. On its turn, a wave of orange energy washes forward from the portal, attacking all creatures in a 2-square-wide path between the portal and the far wall.AttackStandard Action      Close burst special
Target: Each nonaberrant creature in burstAttack: +20 vs. WillHit: 2d10 + 5 psychic damage, and the target is slowed and takes a -2 penalty to all saving throws (save ends both).Miss: The target is slowed until the end of its next turn.

Published in Dungeon Delve, page(s) 113.