CR2

Where Are We (CR 2)


 

Several passageways lead off in all directions.

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

Trigger proximity; Reset none

Effect

When the targets choose a passageway, they no longer leave evidence of passing. The passageways crisscross and turn back on each other. Where Are We (DC 16 Will Save or target leaves no evidence of passage, causing Survival checks to find the correct path to have a -4 penalty. This last for 1 hour)

Pass Without Trace

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Horsing Around (CR 2)


 

The door is locked.

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

Trigger touch; Reset none

Effect

A small piece of horsehair has been wound into the lock. Horsing Around (If the trap is not disarmed, the horsehair falls out, causing a real horse to appear. This horse follows the target around for 2 hours. While the horse is around, it neighs and clops, causing the target to suffer a -20 penalty to Stealth checks)

Mount

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Loose Stones (CR 2)



A chest is secreted up on a ledge recessed high in the wall.

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

Trigger touch; Reset none

Effect

If the target climbs up the wall, they knock loose some stones and mortar when the near the top. Loose Stones (3 atacks at +4 ranged melee for 1d6+1 damage. If target takes damage from any of the attacks, they must make a DC 16 Reflex Save to avoid falling, taking an additional 1d6 damage)

Magic Stone

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Toll Bridge (CR 2)



A small pouch hangs from the bridge crossing the river. A sign next to it says, “Deposit one GP for toll crossing”

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

Trigger proximity; Reset auto

Effect

If the target starts to cross the bridge without putting 1 gp in the pouch, they are hit by a small missile of force for 1d4+1 damage. The coins vanish as soon as they enter the pouch.

Magic Missile

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Magic Magnet (CR 2)



The old store appears to be closed.

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

Trigger touch; Reset 1/round

Effect

If the target breaks into the building, every round, a random item of his is given a magic aura that radiates a moderate necromancy aura. This lasts for one day.

Magic Aura

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Armored Chest (CR 2)



A small chest sits in the corner of the wizard’s study.

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

Trigger touch; Reset none

Effect

The chest has been magically locked (arcane lock) and is a DC 30 to open. If it is broken open, the target that breaks it has an enchantment on them that protects their enemies. Armored Chest (any enemy that is engaged in melee combat by target gains a +4 deflection bonus to AC. This effect lasts one hour)

Mage Armor

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I Can’t Stop (CR 2)



A sign next to the passage says, “Stop Do Not Enter”.

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

Trigger proximity; Reset none

Effect

If the target proceeds down the path, each time he makes a movement, he must move 10′ more than planned. This lasts for 1 hour.

Longstrider

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Max Headroom (CR 2)



A small pit is in the middle of the hallway. It is easily jumped over.

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

Trigger proximity; Reset none

Effect

The pit is 5 feet across and is a DC 5 to jump. Right before the target jumps, they get a slight turbo boost. Max Headroom (DC 16 Will Save or target gets a +10 bonus to Acrobatics check to jump pit. If resulting roll is 20 or higher, the target hits the ceiling, which is covered in small spikes, taking 2d6 damage plus 1d6 bleed damage)

Jump

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Stolen Identity (CR 2)



Weird, blue light emanates from two columns in front of the door.

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

Trigger proximity; Reset none

Effect

When a target walks through the door (and the blue light) his magic items are verbally identified, with any command words that go with them as well. Anyone within 30′ can clearly hear the words.

Identify

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Grandfather Clock (CR 2)



A grandfather clock ticks away beside the wall.

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

Trigger proximity; Reset Auto

Effect

The swinging of the pendulum is truly fascinating. Clock (DC 16 Will save or target becomes fascinated for 2d4 rounds); multiple targets (all targets within 15′)

Hypnotism

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