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Hazards

The Cleansing Hall

Stealth +29 (master)

rareComplexForceMagicalTrap
Lvl 18complexComplexForceMagicalRareTrap
EffectA creature reaches the hall's midpoint

+29 (master)

Disable

DC 48 Thievery (master) to deface the script without triggering, DC 47 Arcana (master) to redirect the magical energy, or DC 46 Religion (master) to quote Pharasmin prayers

Force Barrier [Reaction] (abjuration, divine, force)


Routine

(1 action) A wave of force flows down the hall from north to south, dealing 3d10+20 force damage to each creature in the corridor. Each creature must attempt a DC 40 basic Reflex save. On a failure, a creature is pushed back 5 feet (10 feet on a critical failure). If this movement would cause a creature to hit another creature, both creatures take 1d6 bludgeoning damage. If this movement would cause a creature to hit a force barrier, the creature takes 2d6 bludgeoning damage.