Corrupted Threshold Ward - AI-generated fantasy Hazard

Corrupted Threshold Ward

An ancient Sarkorian warding stone, once meant to repel demons, has been cracked and corrupted by the Worldwound's influence. It now projects a field of unstable magic that reacts violently to any attempt at spellcasting or movement.

Hazard EntryMagicalLevel7Complex

Corrupted Threshold Ward

7LevelRareRarityMountainEnvironment
AbyssalMagicalTrapComplex
Level7
|
HP60
|
AC25
|
TypeMagical
|
ComplexityComplex
|
RarityRare

Defenses

AC25
Hard15
HP60
BT 30
Fort++18
Ref++12
Will++15
Immune
critical hits, object immunities, precision damage
Resist
all 5 (except force and cold iron)
Weak
Cold Iron 10
AbyssalMagicalTrapComplex

Detection

PerDC 25
Stl+16
InitStealth +16 or Arcana +14

A jagged pillar of obsidian carved with glowing runes that flicker between a soft white and a sickening violet. The surrounding mountain rocks float in the air, and the sky directly above the stone is a constant, swirling vortex of purple clouds.

Standard Engagement

Trigger

A creature enters the ward's 30 foot radius or casts a spell within 60 feet of the stone.

Routine

The ward takes 3 actions. Action 1: Chaotic Surge. Every creature within 30 feet must roll a d10 (1: Enfeebled 1, 2: Dazzled 1 round, 3: Regain 2d8 HP, 4: Pushed 15 feet away, 5: Sickened 1, 6: 4d6 sonic damage, 7: +10 foot status bonus to Speed for 1 round, 8: Stupefied 1, 9: Invisible for 1 round, 10: 5d6 force damage). Actions 2 and 3: Arcane Lash. The ward makes two ranged attacks (+17) against a random creature in the area, dealing 2d10+10 force damage on a hit.

Reset

The hazard resets after 1 hour of inactivity, during which it slowly draws energy from the surrounding planar rift.

Chaotic Feedback

Any creature casting a spell with the Good or Lawful trait within 60 feet of the ward triggers an immediate reaction: the ward attempts to Counterspell the effect with a Counteract modifier of +15.

Gravitational Instability

The area within 30 feet of the stone is difficult terrain. Creatures that fail a Reflex save (DC 23) when the hazard is triggered are pulled 10 feet toward the center.

Description

An ancient Sarkorian warding stone, once meant to repel demons, has been cracked and corrupted by the Worldwound's influence. It now projects a field of unstable magic that reacts violently to any attempt at spellcasting or movement.

Discovery

DC 25 Perception to notice the way shadows bend unnaturally toward the stone, or DC 22 Arcana to sense the massive, unstable magical pressure.

Archival Lore

These wards were the first line of defense for the ancient God-Callers. When the rift opened, the sheer volume of chaotic energy overloaded the stones, turning their protective purpose into a source of erratic, destructive devastation.

Environment
Mountain
Theme
Ancient Ward
Creator
Sarkorian God-Callers
Purpose
Planar Containment and Defense
Game System
Pathfinder 2E
Art Style
Dark fantasy art with high contrast, jagged obsidian textures, and vibrant purple lightning clashing against grey mountain peaks.
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