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Planar Rift

Planar Rift 13

Magical Trap

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

(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



Source: Core Rulebook pg. 525 2.0