Memory Hole
Level 9
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.