Manor Wards
Level 10HazardHazardUniqueMediumRemaster
AC
0
HP
0
Speed
0 ft.
Perception
+0
Fort
+0
Ref
+0
Will
+0
Stealth DC
22
Recall Knowledge DC 37 (arcana)
Abilities
Denied!
Trigger A creature without a nullifying seal script on their hand approaches within 5 feet of the manor or attempts to damage the manor
Effect An explosive blast of magic violently slams against the intruder, who must attempt a DC 33 reflex save. If the triggering creature isn't adjacent to the manor, it adjusts the result of this save up by one degree of success.
Critical Success The creature takes 1d12 force damage and is pushed 5 feet away from the manor.
Success The creature ta
Disable DC 35 arcana (master), DC 35 occultism (master), or DC 35 thievery (master) to compromise the magic to allow entry into the manor, DC 32 athletics to force your way through the barrier and enter the manor (this doesn't allow other PCs to enter behind you, though!), or Dispel Magic (5th rank; counteract DC 28) to counteract the wards
Layers of fulus and strips of prayer-printed ribbons are plastered over the walls and entrances to the manor, demarcating a boundary around the mansion where no ghosts or spirits can pass.