Eternal Hall (7-8)
HAZARD 7 +20 (expert)
Time distorts along this hallway, making the air feel like sludge.
DC 27 Thievery (trained) to disrupt the temporal distortions, or Dispel Magic (4th rank; counteract DC 25) to disperse the temporal energy
Time Press (occult)
A creature enters the hall
Time weighs upon the creature, dealing 4d10+18 bludgeoning damage (DC 25 basic Fortitude save). On a critical failure, the creature is Slowed 1 for 4 rounds.
Pathfinder Society Special #3-99: Fate in the FutureOGL