Clocks cover the walls. Not all of them are operational. |
Type: magical; Perception DC 30; Disable Device DC 30 Trigger proximity; Reset none |
Effect |
The clocks begin to tick and chime when the room is entered. Clock Room (1d4+1 clocks are operational. Every minute, they chime. When the chime happens, a random target must make a DC 22 Fortitude Save or they are stuck in a state of suspended animation in which time does not pass for them. They cannot take actions or be harmed in any way. When the minute passes, the targets return to time, although they can be targeted again. A dispel magic against CL 9 can dispel the effect.) |