Manor Wards

Level 10Hazard
HazardUniqueMediumRemaster
AC 0
HP 0
Speed 0 ft.
Fort +0
Ref +0
Will +0
Perc +0
Size Medium
Unique
Stealth +22
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
Recall Knowledge arcana DC 37

Abilities

Denied!offensive

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 takes (2d12+13) force damage and is pushed 5 feet away from the manor. Failure The creature takes (4d12+16) force damage and is thrown 20 feet back and knocked Prone, taking 10 bludgeoning damage from the fall. Critical Failure As failure, but 100 feet back and knocked prone, taking 50 bludgeoning damage from the fall.

Description

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.