Level 21 Warder
The area swirls with dark dust.Hazard: Supernatural powers cause a temporary unweaving of the strands of time, revealing a space beyond known existence, perhaps where the dead go. The dust typically covers 10 contiguous squares in a room.Perception DC 22: The character notices that the swirling dust appears to absorb light, darkening the area.Arcana DC 27: The character identifies the glow that often presages this hazard.TriggerWhen a creature casts a spell or supernatural power in the hazard’s area, or the hazard’s area is within the area of a spell or other supernatural power, the hazard attacks. What qualifies as a supernatural power is left to DM discretion.AttackOpportunity Action Close burst 3
Target: All creatures in burstAttack: +25 vs. WillHit: 3d6 + 8 psychic damage, and the target is dazed (save ends).Miss: Half damage, and the target is not dazed.Special Immortals, animates, and undead are immune.
Published in Dungeon Magazine 159, page(s) 42.