General Hazards | Adventure-Specific Hazards | Weather Hazards


Memory HoleHazard 9

Legacy Content

Magical Trap 
Source Pathfinder #183: Field of Maidens pg. 12
Complexity Simple
Stealth DC 30 (expert)
Description Anyone looking into the hole has memories sucked from their head.
Disable DC 29 Deception (master) to feed the pit false thoughts that plug it, or DC 28 Occultism (expert) or dispel magic (4th level; counteract DC 27) to drain the pit's magic
Drink Thoughts [reaction] Trigger A creature looks into the pit; Effect Ephemeral energies pour from the creature's head, and the creature must attempt a DC 30 Will save.

Critical Success The creature is unaffected.
Success The creature is stupefied 1 for 1 minute.
Failure The creature is stupefied 2 for 1 hour and loses 1 minute of recent memories (a memory of the GM's choosing within the last 24 hours).
Critical Failure As failure, but stupefied 3.
Reset The trap resets after 1 hour if it's not disabled.