pf2e.fyi
From Pathfinder #186: Ghost King's Rage, which isn't enabled.

Cleansing Hall

COMPLEX HAZARD 18
Stealth +29 (master)
Description The hall's entry and exit seal with a force barrier, then waves of force surge through the hall.

Disable 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)
Trigger A creature reaches the hall's midpoint

Effect Force barriers seal the hall's entrance and exit for 1 minute. The trap then rolls initiative.
Routine (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.
Reset The trap deactivates and resets after 1 minute.
Pathfinder #186: Ghost King's RageOGL