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Hazards

Manor Wards

Level 10

uniqueEnvironmentalMagical

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.

Level 10 · Complexity Simple

Stealth 5

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 level; 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. If the triggering creature isn't adjacent to the manor, it adjusts the result of this save up by one degree of success.

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