CR1

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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Music Box (CR 1)



A delicate music box is just inside the door.

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

Trigger location; Reset none

Effect

If the target enters the room, the music box begins to softly play. Music Box (DC 15 Will Save  or target gets a -5 penalty to Perception checks and -2 to sleep effects for 1d10+1 rounds); multiple targets (all targets in room)

Lullaby

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Illumination (CR 1)



The corridor ahead is dark.

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

Trigger proximity; Reset none

Effect

As the party moves down the corridor, it begins to light up on the far side, around the corner, alerting the guards.

Light

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Which Way? (CR 1)



Several doors, placed at odd angles are in this room.

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

Trigger proximity; Reset none

Effect

The target will always think that north is in a certain direction. Which way (DC 15 Will Save or when target tries to navigate, they will think that north is a certain direction, determined by a d4 (1 – North, 2 – East, 3 – South, 4 – West))

Know Direction

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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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