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Hazards

Time Rift

Stealth +42 (master)

rareComplexMagicalTrap
Lvl 20complexComplexMagicalRareTrap
EffectA creature enters the area · save DC 47 Will

Stealth +42 (master)

Disable Three DC 48 Thievery (legendary) or DC 48 Occultism (master) checks to mend the time rift.

Pause [Reaction] (incapacitation)


Routine (1 action) On its initiative, the time rift alters each creature's timeline. Each creature in the area rolls a 1d4 to randomly determine the