Planar Rift Hazard 13

MagicalTrap

Pathfinder Core Rulebook (Second Edition), page 525

Stealth DC 35 (trained)

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 ↩ (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.