Rewrite the effect of a magical trap or ward.
Make a Magic roll against the
Trap DC for a Magical Trap.
You can chose to disarm it if you wish, or rewrite the effect within reason.
Unlike with Disarm Trap, you have to miss the
Trap DC by 10 or more to trigger the trap.
Your finger traces the outer curve of the glyph, sliding a splinter of void-ink across its lines. The glow shifts hue. The ward no longer repels you—it waits to strike someone else.
# | Type | Name |
---|---|---|
1 | Subclass | Specialist in the Astral Grift |