CR3

Fun Mirrors (CR 3)


 

A set of mirrors has been placed at the end of the hall.

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

Trigger proximity; Reset none

Effect

The target’s reflection is distorted and frightens the target. Mirror (DC 18 Will Save or targets less than 6HD become frightened for 3 rounds. A successful save causes target to become shaken for 1 round); multiple targets (all targets within 30′ of mirrors)

Scare

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End of My Rope (CR 3)


 

A knotted rope leads up and through a hole in the ceiling.

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

Trigger proximity; Reset none

Effect

The ceiling is 40′ high. The rope is attached to an extra-dimensional space 20′ above the roof. Two rounds after a target has started to climb the rope (DC 15 Climb Check) the spell holding the rope in place expires, causing rope and climber to fall.

Rope Trick

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Energy Drink (CR 3)


 

A small pond blocks the way.

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

Trigger touch; Reset auto

Effect

The pond is 2′ to 3′ deep and can be easily crossed. However, anyone touching the pond has their energy attacks reduced for 30 min. Anytime the target makes a sonic, fire, electricity, cold or acid attack, the target of that attack effectively has DR 10 against it. A DC 14 Fortitude Save negates this effect.

Resist Energy

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Still Missile (CR 3)


 

A large statue of a wizard, one arm outstretched is in the center of the room.

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

Trigger proximity; Reset none

Effect

When the targets get within 30′, they are paralyzed. (DC 13 Fortitude Save). Then, one oversize magic missile per party member is fired from the statue. Anyone paralyzed or not moving does not get hit. The missiles will circle the room for 1d4+4 rounds, hitting anyone that moves. Each turn, the missiles try to remove the paralysis. Target must make a DC 13 Fortitude Save to remain paralyzed. A non-paralyzed target must make a DC 20 Will Save to remain motionless each turn or get hit by the missile. The missile will automatically hit, doing 2d4+2 damage.

Remove Paralysis

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Small Ravine (CR 3)


 

Ahead is a small ravine, easily jumped by your mount.

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

Trigger proximity; Reset none

Effect

When the target jumps over the ravine, their mount is reduced in size. Ravine (DC 12 Fortitude Save or mount is reduced by one size, adding +5 to the DC of the Jump check. It also causes the rider to make a DC 20 Ride check or be thrown. If the mount becomes the same size or smaller than the rider, the mount takes 1d6 damage if rider is not thrown)

Reduce Animal

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Arrow Door (CR 3)


 

Crossed arrows are etched into the door.

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

Trigger touch; Reset none

Effect

The next foe the target attacks with a ranged weapon, gains DR 10/magic vs. ranged weapons. After 30 points of damage has been prevented, the effect ends.

Protection from Arrows

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Is Everything Trapped? (CR 3)


 

A small, locked box is tucked under the bed.

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

Trigger touch; Reset none

Effect

If the lock is picked, the thieves’ tools become permanently enchanted. Any time they are used, the user is convinced that the object that the tools are being used on is trapped.

Phantom Trap

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Silly (CR 3)


 

An owl lands on you and blesses you.

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

Trigger proximity; Reset none

Effect

The target becomes wiser, but those around him suddenly seem silly. Silly (DC 18 Will Save or target gains a +4 enhancement bonus to Wisdom, but since those around him suddenly seem silly and unwise, the target also gains a -4 penalty to Charisma. This effect lasts three minutes.)

Owl’s Wisdom

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What Object (CR 3)


 

The chest contains tiny gold baubles.

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

Trigger touch; Reset none

Effect

The baubles suppress any scrying magic used to locate inanimate objects. As long as the target is carrying a bauble, any attempt to magically divine the location of an object will fail. When it does, a bauble disintegrates. There are 4d10 baubles in the chest.

Obscure Object

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Who’s Evil? (CR 3)


 

A small ornate chest has been tucked away in the back of this closet.

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

Trigger touch; Reset none

Effect

The target is jabbed with a small needle. Who’s Evil (+8 melee for 1d4 damage, plus target detects as evil for 3 hours after being stabbed)

Misdirection

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