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Hazards

Confounding Portal

Cantrip

commonIllusionMagicalMentalTrap

Illusion Magical Mental Trap

Stealth DC 16

Disable DC 17 Thievery to scratch out the runes, or DC 16 Arcana to destroy the runes

Confounding Misdirection [Reaction] (arcane, illusion, mental)


Reset automatic

Level 0 · Complexity Simple

Stealth DC 16

Disable

  • Thievery DC 17 — to scratch out the runes
  • Arcana DC 16 — to destroy the runes

Trigger A creature passes through the rune-carved doorway or hallway

Effect The creature is confused by the illusions and directed back into the room they attempted to exit through another doorway or back to the hallway's beginning. This feels no different to the triggering creature than walking through the doorway or hallway, and onlookers are similarly befuddled. A creature who succeeds at a DC 19 Will save resists this illusion and exits the room or proceeds down the hall without being misdirected.

Reset automatic