CR5

Stone Armor (CR 5)


 

A shadowy suit of armor hangs on a rack.

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

Trigger touch; Reset none

Effect

If the armor is disturbed, it quickly envelops the target, then fades away. Stone Armor (DC 21 Fortitude Save or whenever target makes a physical attack against an opponent, that opponent gains DR 10/adamantite. This condition lasts, against multiple opponents even, until a total of 70 HP of damage has been absorbed)

Stoneskin

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Spiky Door (CR 5)


 

The stone door ahead is closed.

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

Trigger touch; Reset none

Effect

If the door is touched, hard to see stone spikes spring up everywhere. Spiky Door (DC 21 Reflex Save or target takes 1d8 piercing damage to hands, and has a -2 penalty to all rolls such as skill checks or attacks that involve using hands until either a cure spell is cast, or someone spends 10m and makes a DC 19 Heal check. Also, the immediate area in a 20′ radius is covered in spikes. Anyone moving through the area takes 1d8 damage per 5 foot movement, and must make a DC 19 Reflex Save, or have their speed halved, which can be taken care of like the hands above. This last for 7 hours)

Spike Stones

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Midas Rust (CR 5)


 

A small metal chest of gold is tucked away under a floorboard.

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

Trigger touch; Reset none

Effect

Touching the gold/chest causes the target to turn any non-magical metal to rust. Midas Rust (DC 21 Fortitude Save or for the next hour, any metal non-magical object touched by the target disintegrates into rust)

Rusting Grasp

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Restoration Hardware (CR 5)


 

A marble statue of a goddess pours golden liquid into a fountain.

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

Trigger proximity; Reset none

Effect

The fountain radiates an aura that has healing powers. Fountain (DC 16 Fortitude Save or target thinks that any ability damage or negative levels are removed for 4 hours); multiple targets (all targets within 30′)

Restoration

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Fear the Sphere (CR 5)


 

It’s a steep climb up the cliff, but a rope ladder is here.

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

Trigger proximity; Reset none

Effect

About halfway up, the target is encased in a sphere of force. Sphere (DC 16 Reflex Save or target is encased in sphere. Otherwise, target can avoid and grab bottom of rope ladder above them, as the sphere also severs the rope. The sphere lasts for 7 minutes, after which the target falls, taking 6d6 falling damage. Note that the target cannot be physically interacted with, nor can the sphere be moved)

Resilient Sphere

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Rathole (CR 5)


 

A great statue of a rat god is in the middle of the room, holding a shiny diamond.

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

Trigger touch; Reset none

Effect

If the diamond is disturbed, a rat swarm drops down on the target. Rathole (The target is surrounded by a Repel Vermin field which keeps the rats from moving, and agitates them, causing them to attack the target. The field stays for 70 minutes)

Repel Vermin

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Joe Pendleton (CR 5)


 

This episode was badly written.

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

Trigger proximity; Reset none

Effect

The hallway ahead is full of mashers and pistons, which are illusions. Pendleton (The person entering the hallway is killed instantly, but is not really dead. However, the gods don’t quite know this, and the person is reincarnated into a new body, as per the spell. Once in the new body, the person would have to use either a wish, limited wish, miracle, or some kind of spell that causes possession to transfer back to their old body, which remains intact and alive, but without a mind or spirit)

Reincarnation

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Gold at the End of Rainbow (CR 5)


 

A rainbow arcs across this vast cavern, ending in a pot of gold.

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

Trigger touch; Reset none

Effect

The pot has several hundred gold pieces in it. However, if touched, the rainbow begins to glow and oscillate. Rainbow (DC 16 Will Save or target is fascinated for 7 rounds); multiple targets (24HD of creatures within 20 ft. Fewer HD creatures affected first by distance)

Rainbow Pattern

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Snake Door (CR 5)


 

A large wooden door is secured with the twisting bronze shape of a snake.

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

Trigger touch; Reset none

Effect

The snake bites the person who opens the door. Snake Door (DC 21 Fortitude Save for 6 rounds or target takes 1d3 Con damage. A single successful save ends the effect)

Poison

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Unwanted Help (CR 5,7 or 9)


 

The entrance is locked.

Type: magical; Perception DC 29,31,34; Disable Device DC 29,31,34

Trigger touch; Reset none

Effect

An outsider of the same alignment appears and insists on helping. He will take 1000gp per hour, until the job is done. A DC 21, 24, or 28 Diplomacy check can reduce this payment in half. Another Diplomacy check of the same difficulty can be performed to convince the outsider that the job is done. For each successful encounter, the difficulty is reduced by 2. The payment is magically extracted, and only a wish can prevent the amount in gold or goods from being taken.

Planar Ally

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