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