Eternal Hall (3-4)
HAZARD 3 +13 (trained)
Time distorts along this hallway, making the air feel like sludge.
DC 20 Thievery (trained) to disrupt the temporal distortions, or Dispel Magic (2nd rank; counteract DC 18) to disperse the temporal energy
Time Press (occult)
A creature enters the hall
Time weighs upon the creature, dealing 2d10+13 bludgeoning damage (DC 20 basic Fortitude save). On a critical failure, the creature is Slowed 1 for 2 rounds.
Pathfinder Society Special #3-99: Fate in the FutureOGL