Warding Hall Glyph (Elite)
Trap
Level 7 Elite Warder
XP 600

A hidden glyph in the wall suddenly glows and unleashes a violet cascade of magical force as you pass.

Trap: A magical glyph unleashes energy when the trap is triggered.Perception     DC 22: The character notices the glyph.Arcana     DC 22: The character senses the glyph, then spots it.TriggerWhen a creature passes the halfway point of the passage, where the glyph is located, the glyph attacks.Attack * ForceImmediate Reaction      Close burst 3
Targets: All creatures in burstAttack: +10 vs. ReflexHit: 2d8 + 5 force damage, and targets are slammed to the ceiling (1d10 damage) and then fall (1d10 damage).Miss: Half the force damage, and the target is knocked prone.Countermeasures     Arcana DC 21 or Thievery DC 21: Standard action; an adjacent character can disable the glyph with four successful checks.

Published in Dungeon Magazine 167, page(s) 9, Dungeon Magazine Annual, page(s) 133.