CR2

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

Categories: CR2, Pathfinder | Tags: | Leave a comment

Do Me No Favors (CR 2)



A statue of an obscure deity pours water into a fountain. A sign written in Abyssal says “Fortune Favors the Bold”. A few stray coins are in the fountain.

Type: magical; Perception DC 27; Disable Device DC 27

Trigger proximity; Reset none

Effect

If an offering of at least 1gp is put into the fountain, nothing happens. Otherwise, the next evil creature encountered by the party gets a +1 bonus to attack and damage rolls for the duration of that combat.

Divine Favor

Categories: CR2, Pathfinder | Tags: | Leave a comment

Look In Vain (CR 2)



A small mirror is next to the entrance.

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

Trigger visual; Reset none

Effect

If the target looks at himself in the mirror for longer than a glance, he is changed to by a little uglier and fatter. Mirror (DC 16 Will Save or target has a -2 penalty on all Charisma based rolls for the next 5 minutes)

Disguise Self

Categories: CR2, Pathfinder | Tags: | Leave a comment

Snares and Pits (CR 2)



The hallway ahead seems littered with covered pits and hidden snares.

Type: magical; Perception DC 27; Disable Device DC 27

Trigger proximity; Reset none

Effect

If the targets just walk through, nothing happens. If they search for traps, either by mundane or magical means, it activates all of the snares and pit traps in the hallway. There will be a snare or pit trap every 5 feet that must be dealt with.

Detect Snares and Pits

Categories: CR2, Pathfinder | Tags: | Leave a comment

Seatac Astronomy (CR 2)



The door closes behind you, leaving you looking at four featureless walls.

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

Trigger touch; Reset none

Effect

When the door closes, it appears that secret doors are everywhere. Seatac Astronomy (DC 16 Will Save or target sees secret doors everywhere, whether by normal or magical means. Each door has a 10% chance of being a real door.); multiple targets (all targets in room)

Detect Secret Doors

Categories: CR2, Pathfinder | Tags: | Leave a comment

False Info (CR 2)



You suddenly sense the presence of lots of animals.

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

Trigger proximity; Reset none

Effect

When this trap is triggered, the target seemingly acquires the ability to sense the presence of animals. False Info (DC 18 Will Save or target senses the presence of level appropriate, i.e. +/- 1 CR vs APL animals nearby. He then senses 4d20 of the animals in the direction that the party is currently heading. The animals are not actually there, or anywhere, it is a false reading. The effect lasts for 10 minutes)

Detect Animals or Plants

Categories: CR2, Pathfinder | Tags: | Leave a comment

Evil Beggar (CR 2)



A beggar has set up right outside of the temple.

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

Trigger proximity; Reset none

Effect

If the target ignores the beggar and does not give him anything, he silently curses the target. Evil Beggar (DC 16 Will Save or all non-magical liquid carried by target becomes unholy water)

Curse Water

Categories: CR2, Pathfinder | Tags: | Leave a comment

A Light Cure (CR 2)



A statue offers the deity’s blessings. A small sign says “Touch me and Heal”

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

Trigger touch; Reset none

Effect

Touching the statue grants the target healing. The next time the target casts any healing spell or receives any healing spell, that spell is turned into cure light wounds and heals 1d8 + 1 points of damage. The original spell is spent and has no effect.

Cure Wounds (light, moderate, serious, critical)

Categories: CR2, Pathfinder | Tags: | Leave a comment

Command Center (CR 2)



A small console is in this side room. It has a few colorful buttons on it.

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

Trigger touch; Reset none

Effect

If any of the buttons are pushed, the console lights up and begins to spark. Command Center (DC 16 Will Save or target must halt in place for 1 round. Anyone still in the room in 1 round, just before the target can act, takes 1d6 electrical damage from the console overloading); multiple targets (all targets in room after 1 round)

Command

Categories: CR2, Pathfinder | Tags: | Leave a comment

Dream Catcher (CR 2)



A dream catcher hangs in front of the shutter doors.

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

Trigger touch; Reset none

Effect

If the doors are opened, the sunlight pours through the dream catchers, creating a cascade of colors. Dream Catcher (DC 16 Will Save or creatures of 2HD or less are knocked unconscious, blinded and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, then stunned for 1 round; 3-4HD are blinded and stunned for 1d4 rounds, then stunned for 1 round, 5HD or more are stunned for 1 round); multiple targets (all targets in 15′ cone)

Color Spray

Categories: CR2, Pathfinder | Tags: | Leave a comment

Blog at WordPress.com.