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Hazards

Memory Hole

Stealth DC 30 (expert)

commonMagicalTrap
Lvl 9simpleMagicalTrap
EffectA creature looks into the pit · save DC 30 Will

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.