Overloading Arch (3-4)
Level 5Hazard (Complex)HazardMediumLegacy
AC
0
HP
0
Speed
0 ft.
Perception
+0
Fort
+0
Ref
+0
Will
+0
Stealth DC
-10
Recall Knowledge DC 20 (arcana)
Abilities
Shock
Trigger A creature approaches within 10 feet of one of the time rifts
Effect The triggering creature takes 1d8 electricity damage (DC 22 reflex save). The overloading arch rolls initiative.
Disable DC 23 thievery (trained) or DC 21 arcana (trained), DC 21 nature (trained), DC 21 occultism (trained), or DC 21 religion (trained) to seal each of the four time rifts, DC 23 crafting (trained) to divert the lightning to another source, or Dispel Magic (2nd rank; counteract DC 20) to counteract each time rift. Each attempt requires 2 actions. Skill checks to disable a time rift must attempted from adjacent to the rift.
The Eternity Arch sparks with electricity, releasing bolts of lightning at each of the four largest time rifts.