Time Rift
COMPLEX HAZARD 20 +42 (master)
A time rift focused on the sundial causes time to pass erratically for all creatures in the area.
Three DC 48 Thievery (legendary) or DC 48 Occultism (master) checks to mend the time rift.
Pause (incapacitation)
(1 action) On its initiative, the time rift alters each creature's timeline. Each creature in the area rolls a 1d4 to randomly determine the effect on them.
1 The creature becomes Slowed 1 for 1 round.
2 The creature is unaffected.
3 The creature is affected erratically by time; they're Concealed for 1 round.
4 The creature becomes Quickened 1 for 1 round.
Pathfinder #186: Ghost King's RageOGL