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Hazards

Time Rift

Level 20

rareComplexMagicalTrap

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

Level 20 · Complexity Complex

Stealth +42 (master)

Disable

  • Thievery DC 48 (legendary)
  • Occultism DC 48 (master) — checks to mend the time rift.

Trigger A creature enters the area

Effect The triggering creature becomes temporarily unmoored from time, becoming stunned 3. If the creature succeeds at a DC 47 Will save, they reduce this to stunned 1. The trap then rolls initiative.