CR6

Rats! (CR 6)


 

Small furry creatures scurry around the door.

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

Trigger touch; Reset none

Effect

If the door is opened, the creatures transform into 3d6 dire rats. The creatures still have the stats of mice and are mostly harmless, but look menacing.

Polymorph

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Mower (CR 6)


 

A large blade comes down from the ceiling, slowly chasing you.

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

Trigger proximity; Reset none

Effect

The blade comes down 30′ in front of the party and moves 15′ per round. At the same time, all of the party is turned into clumps of grass. Mower (DC 22 Will Save or target becomes a clump of grass for 9 minutes. While being a clump of grass, that target gets +2 to Con and AC (natural armor) but can only move 5′ per round. The mower has reach 0 and is large. It attacks with +12 melee for 4d6 damage. It moves in a straight line and does not backtrack for 1 minute); multiple targets (all targets in area)

Plant Shape

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They Went That Away (CR 6)


 

The tunnels here are narrow and unstable, allowing only a single person to pass at a time.

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

Trigger proximity; Reset none

Effect

At the first fork, the targets see the first person down the right fork, beckoning them to follow. If they do, the tunnel collapses. Tunnel(DC 22 Will Save or target believes image. Once 10 feet in, the tunnel collapses, causing 10d6 damage and trapping the target. Each round the target suffers from suffocation until he can free himself, which requires a DC 22 Escape Artist or CMB check as a full round action. A DC 22 Reflex Save avoids the collapse)

Persistent Image

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The Gift That Keeps On Giving (CR 6)


 

A wooden chest sits in the back of the closet.

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

Trigger touch; Reset none

Effect

The target is filled with fear and doubt. Gift (DC 22 Will Save or target gains a -1 penalty to attack rolls and saves vs. fear. This effect is permanent, and can only be removed with remove curse or similar)

Permanency

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Tunnel (CR 6)


 

A tunnel leads out from one of the walls into darkness.

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

Trigger proximity; Reset none

Effect

The tunnel is 10′ deep and opens up into a large pool of acid. However, once a PC gets to the other side, the passageway disappears. Anyone in the tunnel is ejected into the pool of acid, where they take 1d4 damage per round, with no passageway out); multiple targets (all targets in passage)

Passwall

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Spell Dreams (CR 6)


 

The study is covered in a copious amount of books.

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

Trigger touch; Reset none

Effect

One of the spellbooks is trapped. Spell Dreams (Everytime the target goes to sleep, they must make a DC 22 Will Save, or they will suffer from nightmares. This causes the target to become fatigued, unable to recover arcane spells for 24 hours and deals 1d10 damage. Only a remove curse or similar vs. CL 9 will remove this effect.)

Nightmare

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Just A Normal Looking Room (CR 6)


 

This ballroom has exquisite parquet floors and dangling chandeliers.

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

Trigger proximity; Reset none

Effect

The room looks like an empty, elegant ballroom. In actuality, it is a room full of spiked pits. Room (DC 22 Will Save or target believes room is empty. For each 5′ of movement, there is a 25% chance that target steps into a pit. When this happens, the target gets to make a DC 22 Reflex Save, or he falls into a spiked pit, taking 1d6+3 piercing damage, and then must make a DC 22 Fortitude Save or falls unconscious for 1d4 + 1 hours due to poison on the spikes. Unless onlookers are actively watching target that falls, they may make a DC 15 Perception check to notice target falling into the floor. A successful check allows them to make a immediate DC 22 Will save to disbelieve the illusion again. Otherwise, they will not know what happened to the target); multiple targets (all targets in room)

Mirage Arcana

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Fog Machine (CR 6)



The lights in this room are low and reflect off of many shiny surfaces. A piano begins to play, and fog fills the room.

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

Trigger proximity; Reset none

Effect

The fog affects the PC’s. Fog (DC 21 Will Save or target gets a -10 penalty on Wisdom checks and Will saves for as long as they remain in the fog and for 2d6 rounds afterwards. The fog lasts for 30 minutes); multiple targets (all targets in fog)

Mind Fog

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Just A Small Drop Into the Lake Below (CR 6)



It’s a small drop to the pool of water below.

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

Trigger proximity; Reset none

Effect

If a living creature jumps down into the water, when it reaches a space 5 ft above the surface, a spiky mass of crystals appear. Drop (6d6 falling damage plus +12 melee for 10d6 piercing damage. The crystal lasts for 9 hours and sinks after being struck)

Major Creation

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Cookie Jar (CR 6)



Several cookie jars sit on a shelf.

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

Trigger proximity; Reset none

Effect

There are 2d10+10 cookies total in the jars. Each cookie heals 1d2 points of damage if eaten, and has a 25% chance to remove any poison or disease. However, one of the cookies is host to an entity that will attempt to possess a nearby PC. Cookie Jar (DC 22 Will Save or target’s body is possessed, and target’s soul inhabits a cookie. The body remains possessed for 9 hours. If the cookie containing the soul is eaten, that soul is permanently destroyed. If the PC is possessed, the possession becomes permanent as well)

Magic Jar

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