Cleansing Hall
COMPLEX HAZARD 18 +29 (master)
The hall's entry and exit seal with a force barrier, then waves of force surge through the hall.
DC 48 Thievery (master) to deface the script without triggering, DC 47 Arcana (master) to redirect the magical energy, or DC 46 Religion (master) to quote Pharasmin prayers
Force Barrier (divine, force)
A creature reaches the hall's midpoint
Force barriers seal the hall's entrance and exit for 1 minute. The trap then rolls initiative.
(1 action) A wave of force flows down the hall from north to south, dealing 3d10+20 force damage to each creature in the corridor. Each creature must attempt a DC 40 basic Reflex. On a failure, a creature is pushed back 5 feet (10 feet on a critical failure). If this movement would cause a creature to hit another creature, both creatures take 1d6 bludgeoning damage. If this movement would cause a creature to hit a force barrier, the creature takes 2d6 bludgeoning damage. Animals, plants, and worshippers of Pharasma are immune to this force damage.
The trap deactivates and resets after 1 minute.
Pathfinder #186: Ghost King's RageOGL