CR6

Hallow Words (CR 6)



Various holy symbols have been etched into the floor.

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

Trigger proximity; Reset none

Effect

A 40′ radius circle has been etched out into the floor with holy symbols. While in this zone, the DC to resist positive channeled energy is +4, and the DC for negative energy is -4. Also, no one can be turned into an undead creature while in the zone. However, if any spells are cast from the zone, the zone becomes affected by silence with a DC 22 Will Save required to negate the effect.

Hallow

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Spiral Stairs (CR 6)



Narrow stone stairs spiral upward.

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

Trigger proximity; Reset none

Effect

The stairs rise for 40′ and end in a door with a holy symbol. When the door is opened, the entire stairway is filled with flame. Spiral Stairs (9d6 damage, half fire, half divine, DC 22 Reflex Save for half damage); multiple targets (all targets in stairway)

Flame Strike

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New Year, No Problem (CR 6)



A crystal ball sits on a golden stand.

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

Trigger touch; Reset none

Effect

When the target looks into the crystal ball, they see a map of the castle and caves that they are in. Areas already explored are accurately displayed. But unexplored areas are falsely displayed. Some rooms will show vast treasure where there is none. Others show guarded areas as unguarded, trapped areas as untrapped and vice versa. If the magical trap is disabled, the crystal ball will show the area as it actually is.

False Vision

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Shoplifting (CR 6)



The path goes many ways, but signs are posted along the way, with helpful arrows pointed out the correct way.

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

Trigger proximity; Reset none

Effect

When the target leaves this shopkeeper’s stall, the shopkeeper yells, “Stop, thief!”. Shoplifting (One of the target’s mundane items is transformed into an item that the shopkeeper sells of the same material)

Fabricate

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Maybe I Should Put This Back (CR 6)



A display case holds many valuables.

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

Trigger touch; Reset none

Effect

If the target opens the case, he falls asleep and dreams. Dream (DC 22 Will Save or target falls asleep and dreams about having his hands chopped off, his eyes gouged out, or some other grisly, severe form of punishment for trying to steal the valuables. When he awakens 1 round later, he is fatigued, or if already fatigued, exhausted. If exhausted, then the target loses 1d6 Wisdom)

Dream

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Gotta Run (CR 6)



A large chest is in the center of the room. It is wrapped in chains.

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

Trigger touch; Reset none

Effect

If a target touches the chest, the chest speaks, and tells the target to “Leave the dungeon and go outside.”. Gotta Run (DC 22 Will Save or target must immediately make their way towards the dungeon entrance and go outside. They can’t return for 9 days)

Dominate Person

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Dispelling Sphere (CR 6)



A sphere floats up ahead, changing colors.

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

Trigger proximity; Reset none

Effect

If a target tries to pass the sphere, it attacks, randomly changing colors. The sphere changes between blue, black, white and yellow. It will attack the closest target that matches it’s color. Blue – chaotic, black – good, white – evil, yellow – lawful. The sphere will make a +5 touch attack against the target. On a successful hit, the target will lose a single magical enchantment, and creature of an opposite alignment characteristic will get a +4 deflection bonus to AC for the next 1 hour. The sphere attacks for 6 rounds before dissipating. It moves 60′ per round.

Dispel Chaos, Dispel Evil, Dispel Good, Dispel Law

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Planar Door (CR 6)



The doorway is a large wheel, partitioned in several arcs. Each arc is filled with runes. A pointer type symbol is at the top. The center of the wheel is a brass button.

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

Trigger touch; Reset none

Effect

The runes in each arc are in celestial, and each has the long name of a plane. To open the door, the wheel must be turned and the button pushed. The wheel will swing aside, and it will be a portal to the plane on the wheel. If the current plane is chosen, it will just be a door. However, to travel through the door, a DC 21 Will Save must be made, or the target will be returned to his or her home plane. On a failure, there is also a 20% chance that the target will be returned to a random plane on the wheel.

Dismissal

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Fire Pit (CR 6)



The floor here is made from iron grates. Fires burn below 60′ down.

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

Trigger proximity; Reset none

Effect

When a target gets about halfway across the room, a huge wind updraft comes from below, bringing flames with it. Updraft (12d6 fire damage, DC 22 Reflex Save for half damage. Also target takes 1d6 fire damage for the next 1d6 + 1 rounds while on grating area); multiple targets (all targets on grate)

Control Winds

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Pay Phone (CR 6)



A wooden box hangs on the wall. A banana shaped device hangs from it. It begins to make a ringing noise.

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

Trigger proximity; Reset none

Effect

If the device is picked up, an unearthly voice will ask, “What do you want?” PayPhone (DC 10 Intelligence check or Int and Cha reduced to 8 for 2 weeks); multiple targets (all targets within 60′)

Contact Other Plane

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