CR1

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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Closing Door (CR 1)


 

A wooden door is closed here.

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

Trigger touch; Reset none

Effect

The door is trapped with another trap that resets when the door is closed. The door automatically closes, unless propped open.

Open/Close

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Reminder (CR 1)



The door seems pretty sturdy.

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

Trigger touch; Reset none

Effect

When the door is opened, the door beeps. Reminder (DC 15 Will Save or next time the target must make a stealth check, active or passive, they will make a loud beeping noise, causing the stealthy check to have a -20 penalty. This effect lasts for 1 hour or until discharged)

Message

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Handy Wires (CR 1)



Several small statues of hands point down the hall.

Type: magical; Perception DC 26; Disable Device DC 26

Trigger proximity; Reset none

Effect

Small wires run across the hall, hidden in the cracks between tiles on the floor. When a target passes a hand, it raises the next wire by 1 foot. Moving characters must make a DC 15 Reflex save to avoid tripping over the wire. Those moving through the wired area after the fact must make a DC 15 Acrobatics check every 5 feet or fall prone.

Mage Hand

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