CR1

Hot Hands (CR 1)


 

Flames have been carved into this wooden door.

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

Trigger touch; Reset none

Effect

When the target opens the door, he gets shocked with static electricity. Hot Hands (DC 15 Fortitude Save, or the next time the target touches a fine or smaller flammable object, the target sets the object on fire)

Spark

 

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Hell’s Kitchen (CR 1)


 

This kitchen seems to not have been used for awhile, but the cupboards are stocked with supplies and food.

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

Trigger touch; Reset auto

Effect

The food is spoiled. Hell’s Kitchen (If target touches any of the food or supplies, a random potion carried by the target, or by a target within 10′ is destroyed unless it makes a DC 10 Will Save. If no potions are available, 1 cubic foot of water or food is destroyed with no save allowed)

Putrefy Food and Drink

 

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Money Dye (CR 1)


 

Several small pouches of coins are here.

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

Trigger touch; Reset none

Effect

Each individual pouch has been trapped to go off if any of the money is removed. Money Dye (DC 15 Fortitude Save or target has the work “Thief” branded on their forehead for 1d4 + 1 days and takes 1 point of damage. This brand can be scraped off, causing 1d6 damage, but if the damage is healed, the brand comes back)

Brand

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Virtuosity (CR 1)


 

A small statue of an innocuous god is in the corner, with a small altar, complete with a few coppers in it as offerings.

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

Trigger touch; Reset none

Effect

A DC 25 Knowledge Religion check will reveal that this is a minor god of trickery and deception. If an offering is made, a voice says “May you bestow virtue wherever you go”. Virtuosity (DC 15 Will Save, or for the next hour, every time the target make a successful melee attack, the target of the attack gains 1 temporary hit point)

Virtue

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Tiresome Door (CR 1)


 

A worn door stands before you.

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

Trigger touch; Reset auto

Effect

The door is unlocked, but the knob requires a good tug to open. (DC 18 Strength check) Tiresome Door (DC 15 Fortitude Save or target becomes fatigued for one round. The -2 strength penalty from fatigue applies to opening the door.)

Touch of Fatigue

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Stability (CR 1)


 

A dirty fountain spews water into a basin.

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

Trigger proximity; Reset none

Effect

When an opponent is reduced to less than 0 hit points, he stabilizes immediately. A DC 15 Heal check is required to notice that the target is not dead. Later on, these opponents may be healed and come back to fight again.

Stabilize

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Viva La Resistance (CR 1)


 

The wooden door here is stuck in the frame.

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

Trigger touch; Reset none

Effect

The door requires a DC 25 Strength check to open. If it is hacked open, then the target’s weapon is temporarily enchanted. The next target it strikes gains a +1 resistance bonus to saves for 1 minute.

Resistance

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Open Book (CR 1)


 

An ornate book lies open on a pedestal.

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

Trigger proximity; Reset none

Effect

If the book is read at all, the target is given the ability to read magical writings. Open Book (Target is able to read magic for 10 minutes. However, the walls of this chamber are covered in magical writings about ancient, chaotic gods. It requires a DC 10 Will Save to resist reading the writings on the wall. Reading the walls does 1d2+1 Wisdom Damage)

Read Magic

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Purifying Fountain (CR 1)


 

The archway is full of a clear mist. Carved into the stone, it says, “Cleansed are those that pass through”.

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

Trigger location; Reset Auto

Effect

The mist feels light and refreshing. Fountain (DC 10 Will Save or objects such as holy water or unholy water become regular, inert water. Also, all spoiled food becomes good to eat again)

Purify Food and Drink

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Dirty Laundry (CR 1)


 

A small sign on the door says, “Keep Out”.

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

Trigger touch; Reset none

Effect

The target’s clothes become dirty. Dirty Laundry (The targets clothes become soiled for an hour, magic clothing receives a DC 10 Fortitude Save)

Prestidigitation

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