Vacuum Rift - Traps

Vacuum Rift
Hazard
Level 14 Obstacle
XP 1000

These holes in reality pull matter, air, and just about anything else into a strange gap between time and space.

Hazard: These small rifts in reality are focused in 1 space. They affect a 5-square burst around the focus square.Perception✦     No check is normally necessary to notice the vacuum rift. Creatures either see material being pulled in by the rift, or they hear the hurricanelike roar of the rift.Arcana✦     DC 23: The character identifies the phenomenon as a vacuum rift.Initiative +20TriggerThe vacuum rift rolls initiative whenever a creature ends its move within 10 squares of it.AttackStandard Action      Close burst 5
Targets Each creature or unattended object in burstAttack: +17 vs. FortitudeHit: The target is pulled 5 squares toward the vacuum rift's focus square and immobilized (until the end of the target's next turn).TriggerWhen a creature or object enters or starts his or her turn in the vacuum rift's focus square.AttackOpportunity Action      Melee
Target: Triggering creature or unattended objectAttack: +19 vs. FortitudeHit: 4d6 + 5 damage.Miss: Half damage.Countermeasures✦     Arcana DC 25: A character trained in Arcana can engage in a skill challenge to banish the vacuum rift: complexity 2 (6 successes before 3 failures); each check is a standard action. Success banishes the vacuum rift. Failure causes it to explode: Close burst 10; all creatures in the burst take 3d6 + 5 damage and are knocked prone, and the vacuum rift disappears.

Published in Manual of the Planes, page(s) 23.