CR1

A Bit of Guidance (CR 1)



A fountain depicts a goddess of luck spewing out water.

Type: magical; Perception DC 25; Disable Device DC 25

Trigger touch; Reset none

Effect

If an offer is made, the target gains a +2 bonus to their next attack roll or skill check. This bonus supersedes all other bonuses.

Guidance

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Ghost Buddies (CR 1)



Many doors lead from this dark hallway.

Type: magical; Perception DC 25; Disable Device DC 25

Trigger proximity; Reset none

Effect

If any of the doors are opened, the shouts of several guards can be heard, yelling things like “Thieves”, “Arrest Them”,  and “Don’t let them get away”. These sounds last for 1 round.

Ghost Sound

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Candles, Candles and more Candles (CR 1)



This room is lit by dozens of candles.

Type: magical; Perception DC 25; Disable Device DC 25

Trigger proximity; Reset none

Effect

When the far door opens (because the party is being attacked) all the candles flash brightly. Candles (DC 15 Fortitude save or target becomes dazzled for 1 minute); multiple targets (all targets within 60′)

Flare

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Undead Door (CR 1)



The walls of this room are lined with motionless undead.

Type: magical; Perception DC 25; Disable Device DC 25

Trigger proximity; Reset 1 round

Effect

If a target is within 10′ of the exit door, a ray shoots from it at a random undead creature, waking it. Undead Door (+2 ranged touch attack vs. undead for 1d6 damage. A successful strike awakens it);

Disrupt Undead

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Poison Distribution (CR 1)



There is an occasional oasis in this desert.

Type: magical; Perception DC 25; Disable Device DC 25

Trigger proximity; Reset none

Effect

Whenever anyone checks the water in the oasis, they will determine that it is poisoned and will cause the target to become even more thirsty. The water is actually just fine.

Detect Poison

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Ooh, Shiny (CR 1)



As you leave the building, the entry door is locked.

Type: magical; Perception DC 25; Disable Device DC 25

Trigger touch; Reset none

Effect

Any target that passes through the door is affected by a detect magic like spell. For 1 minute after passing through the door, every magic item that the target carries emits a visible aura, that scales with the strength of the magic item, that everyone within 60′ can easily see.

Detect Magic

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Dazing Door (CR 1)



A simple, but stout, wooden door blocks the way.

Type: magical; Perception DC 25; Disable Device DC 25

Trigger touch; Reset none

Effect

The door flashes out a bright light, dazing the target. Dazing Door (DC 10 Will Save or target of 4HD or less is dazed for 1 round)

Daze

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Soggy (CR 1)



Several scrolls lie on the desk. A large scroll tube is next to them.

Type: magical; Perception DC 25; Disable Device DC 25

Trigger touch; Reset none

Effect

The scrolls, if taken from the room, leak 2 gallons of water. If the scrolls were put into the tube, only the contents of the tube are destroyed. If they were put elsewhere, all other paper objects near them must make a DC 10 Fortitude Save or be destroyed.

Create Water

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Candles (CR 1)



The entire place is lit by black candles that emit a thick, greasy smoke.

Type: magical; Perception DC 25; Disable Device DC 25

Trigger proximity; Reset none

Effect

Any target in the area that stabilizes after being reduced to less than zero hit points resume dying on the next round. There must be no lit candles within 60 feet to remove this effect.

Bleed

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Puddles (CR 1)



The floor is uneven and filled with small puddles.

Type: magical; Perception DC 25; Disable Device DC 25

Trigger proximity; Reset none

Effect

When a target gets within 25 ft. of a puddle, it empties and flies through the air to strike the target. Puddles (+2 ranged touch attack for 1d3 acid damage)

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