Malfunctioning Phase Transference Emitter
CMPX · Tier 1 · Dangerous
Trigger
The trap has already been sprung once the power switch was thrown.
Countermeasures
There are ways to thwart the trap's active elements and prevent the explosion from occurring.
- Phase Beam.
Characters can anticipate the beam's firing sequence, lock the swivel, or sever the power cables connecting the emitter to the power matrix.
- Intelligence (Investigation), {@dc 15}.
As an action, a creature that can see the emitter can attempt an Intelligence () check. A successful check means that the creature now can anticipate the emitter's firing sequence. Phase beam attacks that target that creature have disadvantage.
- Dexterity check using thieves' tools or Strength check, {@dc 15}.
Creatures can attempt to lock the swivel on the emitter to keep the beam pointed at only one spot, thus making the beam easily avoidable. A successful check means the phase beam attack is considered disabled. Creatures that attempt this must touch the emitter, taking the emitter heat damage.
- Attack.
As an action, a creature can sever one of the ten power cables connected to the emitter. Each power cable has AC 5 and 3 hit points. For every two power cables severed (round down), the phase beam attack bonus is reduced by 1. Once the tenth power cable is severed, the emitter ceases to function and the phase beam attack as well as the emitter heat constant element are disabled.
- Coil Discharge.
The coils can be shut down by dispelling or disabling the magic that amplifies their energy or by shutting off the power source.
- Intelligence (Arcana), {@dc 15}.
The magic augmenting the power matrix can be disabled with three successful checks. Alternatively, it can be disabled with one successful casting of (DC 13) targeting the coils. If the coils are disabled, it disables the coil discharge elements as well as the explosion dynamic element. The emitter is still active, receiving some power from the matrix. Creatures that attempt this are subject to the coil discharge constant element if they end their turn next to the power matrix.
- Shut off the main power cable.
On the wall near the power matrix is a mizzium-reinforced metal casing that holds the main power breaker for the matrix. It can be spotted with a successful DC 10 Wisdom () check if someone is looking for something else notable in the lab. This is securely locked, requiring two successful DC 20 Dexterity checks with , two successful DC 16 Intelligence () checks, or 20 points of damage with a magic weapon to break open. Once opened, a switch can be thrown to shut down the matrix, disabling all elements of the trap.