Ice Ring
Trap
Level 18 Blaster
XP 2000

The air around you flares to a cold white light as frigid shards of energy tear at your flesh.

Trap: The ice archons that inhabit this area have created a ring of cold energy that flares up when a living creature moves within it.Perception     DC 20: The air above the circle shimmers with faint energy.     DC 25: At the center of the area, a faint white rune is marked on the floor.Arcana     DC 25: The character recognizes the area as being suff used with magical cold.TriggerWhen a living creature enters or begins its turn in a trapped square, the air around it becomes icy cold.AttackOpportunity Action      Melee
Target: Living creature within the trapAttack: +21 vs. FortitudeHit: 2d6 + 5 cold damage and target gains vulnerability cold 10 (save ends).Miss: Half damage and no vulnerability.Countermeasures     Arcana DC 27 or Thievery DC 25: A character within the area of the trap can disable it by deactivating the white rune with a successful Thievery or Arcana check.

Published in P3 Assault on Nightwyrm Fortress, page(s) 24.