Showing0entries
Sorted A-Z
Hazards

Manor Wards

Stealth 5

uniqueEnvironmentalMagical
Lvl 10simpleEnvironmentalMagicalUnique
EffectA creature without a nullifying seal script on their hand approaches within 5 feet of the manor or attempts to damage the manor · save DC 33 Reflex

Stealth

5

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 level; counteract DC 28) to counteract the wards

Denied [Free Action]

Critical Success The creature takes 1d12 force damage and is pushed 5 feet away from the manor.

Success The creature takes 2d12+13 force damage and is pushed 5 feet away from the manor.