Unstable Teleporter
Hazard 7
Complexity Complex
Stealth +15 (expert)
Description The runes embossed on the magitech teleportation circle glow and spark with uncontrolled magical energy. Bits of rubble and other unattended objects teleport randomly around the room.
Disable DC 25
Arcana to restabilize the teleportation pad, DC 25
Crafting or
Thievery to disable the hazard by hand, or
dispel magic (4th rank; /rules/448-counteracting DC 22) to counteract the effect; the ambient magic burns out and the hazard automatically disables after 1 minute
Teleporter Hardness 10
HP 96 (BT 48)
Weaknesses magical 10, spell damage 10
Overload
[reaction]
(
teleportation)
Trigger Creatures arrive in the room via the teleporter;
Effect Each creature that used the teleporter must attempt a DC 25 Will saving throw; on a failure, the target is teleported 10 feet in a random direction along the floor (but not through walls). The hazard then rolls initiative.
Routine (1 action) Each creature within 50 feet of the teleporter must attempt a DC 25 Will save; on a failure, the target is teleported 10 feet in a random direction (but not through walls). This effect has the teleportation trait.
Arcane Feedback [free-action] (teleportation) Trigger A creature damages the unstable teleporter or fails an attempt to disable it; Effect The triggering creature must succeed at a DC 27 Will saving throw or be teleported 20 feet away from the unstable teleporter in a random direction along the floor (but not through walls). There’s a 50% chance they appear adjacent to the ceiling and begin falling.