Remember Me (CR 5)


 

This study is full of books and scrolls.

Type: magical; Perception DC 29; Disable Device DC 29

Trigger touch; Reset none

Effect

A few of the scrolls have arcane writing on them, and contain cantrips. One however, is trapped when read. Remember Me (DC 21 Will Save or a spell of 3rd level or below that the target knows becomes permanently etched into memory. It is still cast as normal, and the slot is used, but when the target prepares spells, no matter what they prepare, that slot will be taken up by the same spell. A remove curse against CL 7, limited wish or wish will remove this effect. The spell slot affected is a random spell of 3rd level or less, with preference given to the highest available slot)

Mnemonic Enhancer

Categories: CR5, Pathfinder | Tags: | Leave a comment

Delving is the Pits (CR 7)


 

The corridor is narrow and long.

Type: magical; Perception DC 31; Disable Device DC 31

Trigger location; Reset none

Effect

A trap door falls away to a pit, and closes just as fast! Delving (DC 24 Will Save or target becomes invisible and falls into pit, taking 1d6+3 damage and must make a DC 24 Fortitude Save or fall unconscious for 1d4 + 1 hours. The target also takes 3 hp damage per round, until 2 consecutive DC 24 Fortitude saves are made. At the same time, and exact image of the target is created and jumps away from the pit, and begins to run down the hallway. Every 10 ft, there is another pit, just like the one above, but without the duplicate image/invisibility effect, In order to avoid falling in, the target must make a DC 24 Reflex Save. If the party falls behind the image by more than 20′, the image will stop and wait, but will not interact. The image lasts for 11 rounds, or until physically interacted with)

Mislead

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Who’s Evil? (CR 3)


 

A small ornate chest has been tucked away in the back of this closet.

Type: magical; Perception DC 27; Disable Device DC 27

Trigger touch; Reset none

Effect

The target is jabbed with a small needle. Who’s Evil (+8 melee for 1d4 damage, plus target detects as evil for 3 hours after being stabbed)

Misdirection

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Mirror, Mirror on the Wall (CR 3)


 

Several mirrors line this corridor.

Type: magical; Perception DC 27; Disable Device DC 27

Trigger proximity; Reset none

Effect

The mirrors compel the target to examine. The target must make a DC 18 Will Save. If it fails the target looks into a number of mirrors that is equal to the delta between the 18 DC and the roll. The next time the target enters combat, the first target he strikes with melee, ranged or a spell suddenly gains X number of mirror images, where X is equal to the delta. These copies act as per the spell mirror image.

Mirror Image

Categories: CR3, Pathfinder | Tags: | Leave a comment

Just A Normal Looking Room (CR 6)


 

This ballroom has exquisite parquet floors and dangling chandeliers.

Type: magical; Perception DC 30; Disable Device DC 30

Trigger proximity; Reset none

Effect

The room looks like an empty, elegant ballroom. In actuality, it is a room full of spiked pits. Room (DC 22 Will Save or target believes room is empty. For each 5′ of movement, there is a 25% chance that target steps into a pit. When this happens, the target gets to make a DC 22 Reflex Save, or he falls into a spiked pit, taking 1d6+3 piercing damage, and then must make a DC 22 Fortitude Save or falls unconscious for 1d4 + 1 hours due to poison on the spikes. Unless onlookers are actively watching target that falls, they may make a DC 15 Perception check to notice target falling into the floor. A successful check allows them to make a immediate DC 22 Will save to disbelieve the illusion again. Otherwise, they will not know what happened to the target); multiple targets (all targets in room)

Mirage Arcana

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It’s a Miracle (for them)


Here is another installment of exTRAPaganza, our Thursday over-the-top trap series. 

After every fight, the fallen enemies are raised up to fight again.

Miracle

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Loser Says What? (CR 3)


 

Mumbling can be heard from around the corner.

Type: magical; Perception DC 27; Disable Device DC 27

Trigger proximity; Reset none

Effect

A small faery is mumbling something in the corner that can’t quite be heard. When the target gets close enough, the faery disappears, and a crossbow bolt fires from the wall. Loser (+8 ranged melee for 1d8 damage)

Minor Image

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Wrong Rung (CR 5)



A set of iron rungs have been set into the stone wall.

Type: magical; Perception DC 29; Disable Device DC 29

Trigger touch; Reset none

Effect

One of the rungs near the top is actually a magical creation made from non-living vegetable matter. When touched, it vanishes. Wrong Rung (DC 21 Reflex Save of fall, taking 8d6 damage)

Minor Creation

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Fog Machine (CR 6)



The lights in this room are low and reflect off of many shiny surfaces. A piano begins to play, and fog fills the room.

Type: magical; Perception DC 30; Disable Device DC 30

Trigger proximity; Reset none

Effect

The fog affects the PC’s. Fog (DC 21 Will Save or target gets a -10 penalty on Wisdom checks and Will saves for as long as they remain in the fog and for 2d6 rounds afterwards. The fog lasts for 30 minutes); multiple targets (all targets in fog)

Mind Fog

Categories: CR6, Pathfinder | Tags: | Leave a comment

Where Did They Go (CR 9)



The chest appears locked.

Type: magical; Perception DC 33; Disable Device DC 33

Trigger touch; Reset none

Effect

The target disappears as soon as the chest is opened. Where Did They Go? (DC 27 Will Save or target is teleported to a small chamber located 50′ directly below the current location. Also, the target is protected from any kind of scrying or magical communication, including scry, locate creature, even limited wish and wish)

Mind Blank

Categories: CR9, Pathfinder | Tags: | Leave a comment

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