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General Hazards | Adventure-Specific Hazards


Planar RiftHazard 13

MagicalTrap
Source Core Rulebook pg. 525 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 Thievery DC 33 (master) to assemble a rift seal using objects strongly grounded to your plane, or dispel magic (7th level; counteract DC 31) to counteract the rift
Into the Great Beyond ReactionReaction (conjuration, 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.