Teleport Trap
Level 19
Stealth DC 40 (master)
Disable This trap cannot be disabled as long as Nyrissa lives, but if she is slain or forgiven (see area M7), the teleport trap vanishes.
Warp Teleportaion [Reaction]
Critical Success The action functions normally.
Success The action fails but doesn't harm anyone.
Level 19 · Complexity Simple
Stealth DC 40 (master)
Disable This trap cannot be disabled as long as Nyrissa lives, but if she is slain or forgiven (see area M7 ), the teleport trap vanishes.
Trigger A non-native of Thousandbreaths attempts to take a teleportation action that either begins or ends in any area within the House at the Edge of Time
Effect The House redirects the magic to cause the creature that attempted the Teleportation action to instead teleport into themselves a split second before they attempted the action in the first place. The creature must attempt a DC 41 Will save. A PC under the protection of the Helix Theorem gains their +4 status bonus to this saving throw, and treats all Critical Failure results as Failure results instead.