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Hazards

Puncturing Spire

Level 9

uncommonMagicalTrap

Stealth DC 23 (trained)

Disable DC 30 Arcana or Occultism (expert) to seal the planar breach, or DC 28 Nature (master) to magically reinforce the ground and prevent a spire's emergence

Pierce Realm [Reaction]

Level 9 · Complexity Simple

Stealth DC 23 (trained)

Disable

  • Arcana DC 30 (expert) — or Occultism (expert) to seal the planar breach
  • Nature DC 28 (master) — to magically reinforce the ground and prevent a spire's emergence

Trigger A living creature enters the area

Effect A 60-foot-tall metal spire rises from the ground, puncturing the triggering creature and dealing 4d10+26 piercing damage (DC 32 basic Reflex save). On a critical failure, the creature is additionally impaled, becoming grabbed until it Escapes (DC 30). A creature that Escapes is 60 feet in the air. Additionally, all creatures within 10- feet of the spire take 2d10+13 bludgeoning damage (DC 32 basic Reflex save). On a failure, they're knocked prone.