CR6

Fetch (CR 6)



An abandoned doghouse sits in front of the castle.

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

Trigger proximity; Reset none

Effect

An invisible dog follows the party for 9 hours. Any unattended items are snagged by the dog, and anytime the party tries a stealth check, the dog will bark, giving a -20 penalty. During combat, the dog will attack random party members. (+10 bite, 2d6+3 damage)

Mage’s Faithful Hound

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Talk to the Hand (CR 6)



A large hand is painted on this door.

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

Trigger touch; Reset none

Effect

If the door is opened, a large hand appears in front of the target. Hand (A large hand appears in front of the target for 9 rounds. While the hand is in front of the target, all skill checks, saves, and attack rolls have a -4 penalty)

Interposing Hand

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Is That Gold in the Tree? (CR 6)



A glint of gold flashes from a heavily knotted tree to the side of the road.

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

Trigger touch; Reset 9 minutes

Effect

The tree is a secret drop site, and thus is protected. If the gold inside is touched, 3 wasp swarms appear to attack. These wasps remain near the tree for 9 minutes.

Insect Plague

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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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