Showing0entries
Sorted A-Z
Hazards

Memory Hole

Level 9

commonMagicalTrap

Stealth DC 30 (expert)

Disable DC 29 Deception (master) to feed the pit false thoughts that plug it, or DC 28 Occultism (expert) or dispel magic (4th level; counteract DC 27) to drain the pit's magic

Drink Thoughts [Reaction]

Critical Success The creature is unaffected.

Success The creature is stupefied 1 for 1 minute.

Failure The creature is stupefied 2 for 1 hour and loses 1 minute of recent memories (a memory of the GM's choosing within the last 24 hours).

Critical Failure As failure, but stupefied 3.


Reset The trap resets after 1 hour if it's not disabled.

Level 9 · Complexity Simple

Stealth DC 30 (expert)

Disable

  • Deception DC 29 (master) — to feed the pit false thoughts that plug it
  • Occultism DC 28 (expert) — or dispel magic (4th level; counteract
  • DC 27

Trigger A creature looks into the pit

Effect Ephemeral energies pour from the creature's head, and the creature must attempt a DC 30 Will save.

Reset The trap resets after 1 hour if it's not disabled.