CR2

Goodberry Shower (CR 2)



The far side of this hall has a canopy of vines, with lots of ripe berries on the vine.

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

Trigger proximity; Reset none

Effect

Berries start to fall at the far end of the hall from the vines. This also happens to be where the bad guys are. Each round, each bad guy in the area of these vines is struck by 1d4 berries. Each berry heals 1 hp.

Goodberry

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Coins on a Disk (CR 2)



A large pile of gold sits on a disk that floats above a small lava pool.

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

Trigger proximity; Reset none

Effect

If the disk or gold is disturbed, the disk disappears, dropping the coins into the lava. Lava Disk (2d6 fire damage, DC 16 Reflex Save for half damage); multiple targets (all targets within 10′); The coins are actually gold-painted copper, and there are 1000 of them.

Floating Disk

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Gotta Time This Right (CR 2)



A deep chasm is before you, lower on the far side. Floating rocks move from side to side, creating a stairway of sorts to get to the other side.

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

Trigger proximity; Reset none

Effect

The rocks move side to side and are all between 5 and 10 feet apart in height, and about 1 foot apart from each other otherwise. It is a DC 6-10 Jump check to navigate the rocks. However, for a few of the rocks, right as the jumper leaves the rock, his falling rate greatly slows, causing him to miss the rock. Timing (DC 16 Reflex Save to catch the rock jumped from, then a DC 10 Athletics check to get back onto the rock. Simply hanging from the rock, should the Athletics check fails, requires a DC 5 Athletics check. After a number of rounds (minimum 1) equal to the target’s CON bonus, the Athletics check to hang on increases by one per round. Those failing the Reflex Save fall, taking 10d6 damage)

Feather Fall

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Let There Be Light (CR 2)



The hallway is brightly lit by a single torch.

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

Trigger proximity; Reset none

Effect

If the torch is extinguished, or the hallway in any way made dark, the targets are bathed in the soft glow of purple flame outlining their figures. Light (targets get a -20 Stealth penalty and are not granted concealment effects from darkness, blur or other effects); multiple targets (all targets in hallway)

Faerie Fire

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That’s Closer Than I Thought (CR 2)



A pit is before the door, with a 5′ space between the pit and the door on the other side. It can be easily jumped.

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

Trigger proximity; Reset none

Effect

The target’s speed is doubled right before he jumps. Pit (DC 16 Reflex Save or target jump into the door, bounces off of it and falls into pit, taking 2d6 damage)

Expeditious Retreat

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Blank Scroll (CR 2)



Several scrolls lie on the table.

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

Trigger touch; Reset none

Effect

The scrolls are empty. When touched, they cause the next magical writing the target touches to be erased. Blank Scroll (DC 15 caster level check at +1 CL or the writing is erased)

Erase

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Personal Shield (CR 2)



A door leads out to the balcony. A shield hangs on the back of the door.

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

Trigger touch; Reset none

Effect

The first target that walks through the door that is carrying a bow or is a spellcaster has a shield cast on them. Shield (+4 ranged touch. On a successful hit, the target has a shield around him, that deflects his own ranged attacks. For 1 minute, any ranged attack the target makes has a 20% miss chance)

Entropic Shield

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Weak Bridge (CR 2)



A rickety looking bridge crosses a deep chasm.

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

Trigger proximity; Reset none

Effect

When the target gets to the middle of the bridge, he is enlarged. Bridge (DC 16 Fortitude Save or target’s size category is increased by one, which causes the target’s weight to increase 8-fold. This lasts for 1 round. The weight increase causes the bridge to collapse, requiring all on the bridge to make a DC 16 Reflex Save or be dumped into the chasm below, taking 4d6 damage. The enlarged target suffers a -2 penalty to the Reflex Save).

Enlarge Person

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Heat Miser/Cold Miser (CR 2)



A cloak and a sun parasol hang from the wall.

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

Trigger touch; Reset none

Effect

The cloak offers protection from cold weather (down to -50 F) and the parasol offers protection from hot weather (up to 140 F). While worn, the target does not need to make Fortitude Saves in extreme cold or hot weather. However, they do this by leeching warmth or cold from the surrounding area. Those within 30′ of the target suffer a -2 penalty on Fortitude saves caused by the cold or heat.

Endure Elements

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Shaken, not Stirred (CR 2)



A martini with two olives sits on a table.

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

Trigger proximity; Reset none

Effect

When the target gets close, the olives turn, exposing them to be eyeballs that blink once or twice. Shaken (DC 16 Will Save or target is shaken for 1 minute)

Doom

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