General Hazards | Adventure-Specific Hazards | Weather Hazards


There is a Legacy version here.

Planar RiftHazard 13

Magical Trap 
Source GM Core pg. 103 2.0
Complexity Simple
Stealth DC 35 (trained)
Description A rift attempts to draw creatures into another plane (the GM chooses the specific plane).
Disable DC 33 Thievery (master) to assemble a rift seal using objects strongly grounded to your plane, or dispel magic (7th rank; counteract DC 31) to counteract the rift
Into the Great Beyond [reaction] (occult, teleportation) Trigger A creature moves within 10 feet of the rift; Effect The triggering creature and all creatures within 30 feet of the rift are drawn into another plane. Each creature can attempt a DC 33 Reflex save to avoid this fate.