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Hazards

The Cleansing Hall

Level 18

rareComplexForceMagicalTrap

Stealth +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.

Level 18 · Complexity Complex

Stealth +29 (master)

Disable

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

Trigger A creature reaches the hall's midpoint

Effect Force barriers seal the hall's entrance and exit for 1 minute. The trap then rolls initiative.

Reset The trap deactivates and resets after 1 minute.