Confounding Portal
Cantrip
Illusion Magical Mental Trap
Stealth DC 16
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
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