Lodestone Trap
COMPLEX HAZARD 2(1 action) On its initiative, the trap exerts a strong magnetic pull on the doors, causing the north and west doors to open if they're closed, or causing the south and east doors to close if they're open. A character can open or close a door against this pull with a successful DC 18 Athletics check to Force Open the door. At the same time, any character in the room who wears primarily metal armor must attempt a DC 18 Reflex save (characters in medium metal armor suffer a -1 circumstance penalty to this save, and characters in heavy metal armor suffer a -2 circumstance penalty).
Critical Success The PC is unaffected.
Success The PC resists the pull but treats the room as difficult terrain.
Failure The PC treats the room as difficult terrain and is knocked Prone. A PC who's already prone suffers a critical failure instead.
Critical Failure As failure, but the PC is also pulled 5 feet toward the lodestone. A PC who is adjacent to the lodestone instead becomes stuck to it and is Restrained as long as the trap continues its routine (Escape).