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Hazards

Major Wards

Level 10

uniqueEnvironmentalMagical

Stealth DC 32 (master) to recognize that the fulus function as magical wards; noticing the fulus that cover the manor walls is DC 0

Disable DC 35 Arcana, Occultism, or Thievery (master) to compromise the magic to allow entry into the manor, DC 32 Athletics to force your way through the barrier and enter the manor (this doesn’t allow other PCs to enter behind you, though!), or dispel magic (5th rank; counteract DC 28) to counteract the wards

Denied! [Free Action]

Level 10 · Complexity Simple

Stealth DC 32 (master) — (master) to recognize that the fulus function as magical wards; noticing the fulus that cover the manor walls is DC 0

Disable

  • Arcana DC 35 (master) — , Occultism , or Thievery (master) to compromise the magic to allow entry into the manor
  • Athletics DC 32 — to force your way through the barrier and enter the manor (this doesn’t allow other PCs to enter behind you, though!), or dispel magic (5th rank; counteract
  • DC 28

Trigger A creature without a nullifying seal script on their hand approaches within 5 feet of the manor or attempts to damage the manor

Effect An explosive blast of magic violently slams against the intruder, who must attempt a DC 33 Reflex save.

Reset The wards reset automatically, continuing to prevent entry and damaging those who attempt to bypass them until they’re disabled.