CR3

Gong Door (CR 3)


 

A brass door is in front of you.

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

Trigger touch; Reset none

Effect

The door is stuck, requiring a DC 20 Strength check to force it open. However, if struck, it chimes out like a gong. Gong Door (1d8 sonic damage plus target is stunned for 1 round. DC 18 Fortitude Save to negate stunned effect.); multiple targets (all target within 10′ for door)

Sound Burst

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Landslide (CR 3)


 

The path down is steep, but dry.

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

Trigger proximity; Reset none

Effect

About halfway down, the path turns to loose dirt. Landslide (DC 18 Reflex Save or target slips and falls, sliding 10′ down the hillside); multiple targets (all targets on path)

Soften Earth and Stone

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Share My Pain (CR 3)


 

A small, “Do Not Disturb” sign has been hung on the door.

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

Trigger touch; Reset none

Effect

If the target opens the door, they are hit by a small bolt of energy. Share My Pain (DC 18 Will Save, or the next time the target attacks an opponent, the opponent is granted a shield that grants it a +1 deflection bonus to AC, and a +1 resistance bonus to saves. Furthermore, all damage done to the opponent is split equally between the opponent and target. Once the opponent dies, the shield goes away)

Shield Other

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Shatter Lock (CR 3)


 

The metal door is locked.

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

Trigger touch; Reset none

Effect

A loud, ringing noise emits from the door. Shatter Lock (Any object used to open the door is shattered into dozens of pieces. Magical objects get a DC 19 Will Save)

Shatter

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Sending Door (CR 6)


 

This small, but sturdy door is tucked away in a hard to see corner.

Type: magical; Perception DC 30; Disable Device DC 30

Trigger proximity; Reset none

Effect

The door radiates strong magic, but is not otherwise trapped. If the magic is dispelled (CL 9) or bypassed, when the door opens, spellcasters see and hear a short message in their head. “Greetings. I see that the obvious signs of stay out were ignored. Well, good luck”. For the next hour, whenever a target tried to cast a spell, a babbling message arrives. This causes the caster to have to make a DC 19 Concentration check or lose the spell. A DC 21 Will Save negates the messaging effect.

Sending

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I Can See You (CR 3)


 

A fountain is here in the courtyard. A small plaque reads, “Donate and receive the gift of seeing the hidden”

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

Trigger proximity; Reset auto

Effect

If a target makes an offering to the fountain, they gain the ability to see invisible objects or creatures for 30 minutes. However, in each room are dozens of harmless invisible ethereal creatures. These creatures block sight for anyone that can see invisible. Anything over 5ft away from target has complete concealment, and the target’s Perception checks for anything visual has a -40 penalty for anything over 5ft. away.

See Invisibility

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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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