Overloading Arch (1-2)

Level 3Hazard (Complex)
HazardMediumLegacy
AC 10
HP 10 (BT 5)
Speed 0 ft.
Fort +0
Ref +0
Will +0
Perc +0
Size Medium
Common
Complex Hazard
Disable DC 20 thievery (trained) or DC 18 arcana, DC 18 nature, DC 18 occultism, or DC 18 religion (trained) to seal each of the four time rifts, DC 20 crafting (trained) to divert the lightning to another source, or Dispel Magic (1st rank; counteract DC 17) to counteract each time rift. Each attempt requires 2 actions. Skill checks to disable a time rift must attempted from adjacent to the rift.
Recall Knowledge arcana DC 18

Abilities

Shock

Trigger A creature approaches within 10 feet of one of the time rifts --- Effect The triggering creature takes 1d6 electricity damage (DC 20 reflex save). The overloading arch rolls initiative.

Description

The Eternity Arch sparks with electricity, releasing bolts of lightning at each of the four largest time rifts.