CR5

Followed? (CR 5)



A small chest in the study looks like it contains the merchant’s riches.

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

Trigger touch; Reset none

Effect

If the chest is touched, the target get the feeling he’s being followed. Followed (DC 21 Will Save or target feels like he’s being followed. He’ll look over his shoulder and generally try to locate the person that is causing the hair on the back of his neck to be raised. This imparts a -2 penalty to Perception checks, but makes the target immune to surprise. It lasts for 70 minutes.)

Locate Creature

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Bust A Door (CR 5)



A bust has been carved into the door, and a hand stretched out towards you where a doorknob would be.

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

Trigger touch; Reset none

Effect

The hand is used to pull open the door. Bust A Door (4d8 + 7 damage)

Inflict Critical Wounds

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Spell Statue (CR 5)



A very realistic looking statue of a cleric stands before a mirror.

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

Trigger proximity; Reset auto

Effect

If the target sees himself and the statue in the mirror at the same time, the statue appears to move. Spell Statue (DC 21 Will save or target loses a 4th level spell; the statue gains two random 1st level spells that the caster knows. A new 4th level spell cannot be prepared until the statue casts the 2 1st level spells. In order to cast the spells, a stone to flesh must be cast on the statue to turn it back into a human. Other than that, only a wish or limited wish will restore the slot. If the target does not have 4th level spells, this has no effect.)

Imbue with Spell Ability

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Arrow Hall (CR 5)



This long hallway ends in a small portcullis.

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

Trigger proximity; Reset none

Effect

About halfway down, arrows fly down the width of the hallway, causing the targets to press themselves flat against the walls, which are illusions. On the other side of the walls is a deep, spiked pit. Arrows (+6 ranged melee for 1d8 damage, additionally, the target must make a DC 21 Reflex save, or fall through the wall into the pit, taking 3d6 falling damage and 2d4 piercing damage); multiple targets (all targets in hall)

Illusory Wall

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Hallowed Weapon (CR 5)



A small bust of a deity seems to bless you as you pass.

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

Trigger proximity; Reset none

Effect

The next time the target enters combat, his weapon will have been blessed. It will act as a magical +0 weapon, and will also deal 1d6 less damage to opponents who are not good/evil/neutral matched. It also radiates a magic circle against the wielder’s good/evil/neutral alignment directed inwards (effectively trapping the target in a 10′ radius) and bestows a negative level on the wielder as long as the weapon is wielded. The effect lasts for 7 rounds.

Holy Sword

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Smiting Statue (CR 5)



A statue to an evil god sits atop a shrine.

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

Trigger touch; Reset none

Effect

The statue is actually a good god in disguise. This can be gleaned with a DC 22 Knowledge Religion check. If the statue is struck, it causes the attack to bounce back on the attacker. Statue (Target takes 3d8 damage and is blinded for 1 round, DC 21 Will Save for half damage and negates blinded effect)

Holy Smite

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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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