CR5

Mired Mirage (CR 5)



A gentle forest path leads through the lowlands.

Type: magical; Perception DC 29; Disable Device DC 29

Trigger proximity; Reset none

Effect

At it’s lowest point, the path actually is an illusion hiding a sticky bog. Bog (DC 21 Will Save or target sees a forest path that is actually a bog. Characters that travel through the bog are moving through difficult terrain and must make a strength check each round to unstick the feet. The DC for the Strength check is as follows – No Armor, DC 10; Light Armor, DC 13; Medium Armor, DC 15; Heavy Armor, DC 18. The DC is adjusted by -2 for creatures small or smaller, and by +2 for creatures large and larger); multiple targets (all targets in a 210 ft line on path)

Hallucinatory Terrain

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No Healing Spheres (CR 5, 7)



A chandelier sits high on the ceiling, covered in glass spheres.

Type: magical; Perception DC 29,31; Disable Device DC 29,31

Trigger proximity; Reset none

Effect

The chandelier falls, and those near to the beads are surrounded in a faintly shimmering sphere that follows the target. Spheres (DC 21 or DC 24 Reflex save or target is surrounded by a sphere in 10′ radius for 7 or 11 rounds. While in the sphere, the target cannot be the recipient of any beneficial spells – mostly spells with the harmless keyword – of 3rd/4th level or lower); multiple targets (all targets within 20′ of chandelier)

Globe of Invulnerability

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Big Bugs (CR 5)



The chest seems to be unlocked and untrapped.

Type: magical; Perception DC 29; Disable Device DC 29

Trigger touch; Reset none

Effect

Inside the chest are 3 centipedes, crawling on the gold. If the inside of the chest is disturbed, these 3 centipedes turn into giant centipedes and attack.

Giant Vermin

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Web Pit (CR 5)



A large chasm is before you. About 15 feet down, the chasm is filled with what looks like webs or nets.

Type: magical; Perception DC 29; Disable Device DC 29

Trigger touch; Reset none

Effect

The chasm is filled with webs. While on the webs, movement is slowed to 5 ft per round, but the area otherwise acts like the web spell. Any testing done seems to confirm this. However, once the target has spent a few rounds on the web… Web Pit (DC 21 Will Save or target is no longer affected by the web, causing the target to fall taking 10d6 damage, DC 21 Reflex save to catch the web and not fall)

Freedom of Movement

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Flaming Shield (CR 5)



A gleaming, golden shield hangs on the door.

Type: magical; Perception DC 29; Disable Device DC 29

Trigger touch; Reset none

Effect

The shield itself is worth 400g, but is soft and useless as an actual shield. However, anyone that touches it it wreathed in flame. Those within 5′ are burned. Shield (Anyone within 5′ of target takes 1d6+7 fire damage. The flames last for 7 rounds. During this time, target also only takes half damage, or no damage on a half-damage successful save, from cold-based attacks)

Fire Shield

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Enerving Stairs/Draining Stairs (CR 5/10)



Stairs descend into the darkness.

Type: magical; Perception DC 29/34; Disable Device DC 29/34

Trigger location; Reset none

Effect

The stairs go down 4 levels. For each level descended, 1 hour later, the subject gains negative levels. Stairs (+6/+13 ranged touch causes target to gain 1/2 temporary negative levels per level desended. The levels are regained after 7 hours in the case of ennerving stairs. In the case of draining stairs, target must make a DC 28 Will Save or negative levels become permanent.)

Enervation/Energy Drain

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You’re Fired (CR 5)



The hallway ahead is filled with ice, and a cold wind blows.

Type: magical; Perception DC 29; Disable Device DC 29

Trigger proximity; Reset none

Effect

The hallway is cold. While in the hallway targets must make a DC 21 Survival Check or Fortitude Save of take 1d6 cold damage per round. About halfway down the hallway, a small altar is encountered. When a target comes with 10′ of the altar, the doors on either side of the hallway freeze over. The ice has hardness 0 and 18 hit points per 1′ cube. At least 18 1′ cubes must be cleared to open the door, or 3 cubes to pass a medium creature. The door behind has hardness 6 and 20 hit points.  You’re Fired (DC 21 Will Save or target becomes a small fire elemental for 7 minutes. During this time, the target becomes vulnerable to cold damage and automatically fails the checks or saves vs. the cold damage)

Elemental Body

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Quantum Effect (CR 5)



A statue is ahead, and speaks to the party. “Ask me a single question.”

Type: magical; Perception DC 29; Disable Device DC 29

Trigger proximity; Reset none

Effect

The statue will answer truthfully any one question regarding a specific event, goal or activity that will occur within 1 week. However, when answered, either the specifics or the timing of the event will change.

Divination

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Lie Detector (CR 5)



A large gong sits in the middle of this plush office.

Type: magical; Perception DC 29; Disable Device DC 29

Trigger proximity; Reset none

Effect

If a target speaks a lie while in this room, the gong sounds, loudly. Gong (DC 21 Will Save or gong sounds if target tells a lie); multiple targets (all targets in room)

Discern Lies

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Swinging Dimension Door (CR 5)



The door in front of you is covered in spikes

Type: magical; Perception DC 29; Disable Device DC 29

Trigger touch; Reset none

Effect

When a target goes through the door, it is teleported to the other side, facing the other way. The door then swings into the target. Swinging Dimension Door (DC 21 Reflex save or target takes 8d6 piercing damage)

Dimension Door

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