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Hazards

Keystone Repulsion

Level 20

commonComplexMagicalTrap

Stealth +51 (legendary)

Disable DC 48 Thievery (legendary) to remove each keystone or DC 48 Occultism (legendary) to manipulate the magic to isolate each keystone

Repel [Reaction] (force, occult)


Routine (4 actions) The trap loses 1 action each turn for each removed or isolated keystone. Each keystone spends 1 action to release a wave of force, dealing 4d10+22 force damage in a 15-foot cone (DC 42 basic Reflex save) and pushing each creature back 5 feet. On a failed save, the distance a creature is pushed increases to 10 feet.

Level 20 · Complexity Complex

Stealth +51 (legendary)

Disable

  • Thievery DC 48 (legendary) — to remove each keystone
  • Occultism DC 48 (legendary) — to manipulate the magic to isolate each keystone

Trigger A creature damages or tampers with a keystone

Effect The triggering creature is moved back 10 feet by a wave of force. A successful DC 42 Fortitude save reduces the distance moved to 5 feet. The trap then rolls initiative.