CR7

Ring Finger (CR 7)



A statue of a tall elf stands in front of the entryway. It’s index finger is pointed at it. Below the statue is a basket of colored rings. Some kind of runes have been written on the base of the statue.

Type: magical; Perception DC 31; Disable Device DC 31

Trigger proximity; Reset none

Effect

The runes are written in draconic, and say, “The spectrum that you can see is your key”. In the basket, there are colored rings. (Red, Orange, Yellow, Green, Blue, Indigo and Violet). These must be placed on the finger in order (either front to back or back to front). If they are misplaced, or if target doesn’t put the rings and and walks through. The finger shoots a multi-colored beam. Ring Finger (+7 ranged touch for 11d6 damage, DC 22 Fortitude Save reduced this to 5d6. Creatures reduced to 0 HP are completely disintegrated, leaving behind a pile of dust; equipment is unaffected)

Disintegrate

Categories: CR7, Pathfinder | Tags: | Leave a comment

Not Right Now (CR 7)



This study is very nicely appointed.

Type: magical; Perception DC 31; Disable Device DC 31

Trigger proximity; Reset none

Effect

Targets that enter the room are affected by a burst of magic. Not Right Now (DC 24 Will Save, or the next spell or spell like effect cast or used by the target does not immediately take effect. Instead, it is stored to be used in a very specific contingency circumstance, that, alas, only the original inhabitant of the room knows. In 11 days, the spell, if it hasn’t been used, discharges); multiple targets (all targets within 60′)

Contingency

Categories: CR7, Pathfinder | Tags: | Leave a comment

The Last Supper (CR 7)



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

Type: magical; Perception DC 31; Disable Device DC 31

Trigger touch; Reset none

Effect

A feast has been laid out on a large round table with seating for more than eight. Supper (If the wine or other alcohol is opened, the cork explodes, sending a wave of death. 11d4 HD worth of creatures at the table, starting with the lowest HD creatures, and using closest creatures to cork, are killed unless they make a DC 24 Fortitude Save. Excess HD of damage are lost); multiple targets (all targets within 40′ of opened bottle)

Circle of Death

Categories: CR7, Pathfinder | Tags: | Leave a comment

Don’t Stand So Far From Me (CR 7)



This large room contains a single, ornate chest raised up on a large dais.

Type: magical; Perception DC 31; Disable Device DC 31

Trigger touch; Reset none

Effect

The chest is centered on the circular dais which is 30′ in diameter. When the chest is opened, the nearest target not on the dais gets hit by lightning, which then travels from person to person. Don’t Stand So Far From Me (11d6 electricity damage, DC 24 Reflex save for half damage) multiple targets (closest target not on dais, then it arcs to up to 10 other targets within 30′ of the previous target, but will not strike any targets on dais or targets that have already been struck)

Chain Lightning

Categories: CR7, Pathfinder | Tags: | Leave a comment

Let ME Bless You (CR 7)



A strange altar to an unknown god is ahead.

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

Trigger proximity; Reset none

Effect

If the targets get within 30′ of the altar, and do not offer a prayer, praise or donation, the altar “blesses” the party. Bless (DC 24 Will save or target loses all magical bonuses to attack rolls and saves for 11 minutes, and they are replaced with a +1 bonus)

Bless

Categories: CR7, Pathfinder | Tags: | Leave a comment

Game of Thrones (CR 7)



Standing before the door is a magnificent throne made of swords.

Type: magical; Perception DC 31; Disable Device DC 31

Trigger proximity; Reset none

Effect

If the target moves past the chair towards the door, the swords begin to swirl around, creating a barrier. Barrier (11d6 damage, DC 22 Reflex Save for half damage. Barrier blocks door for 11 minutes. Those that want to move through the area can make a successful Reflex save to pass for no damage)

Blade Barrier

Categories: CR7, Pathfinder | Tags: | Leave a comment

It’s Locked? (CR 7)



You reach home after a long day… the house door is locked? What?

Type: magical; Perception DC 31; Disable Device DC 31

Trigger touch; Reset none

Effect

Anything that the target touches that can be closed becomes locked. This adds 10 to the DC to open up a locked object, or a DC 20 Disable Device to open up an object that normally isn’t locked. A DC 22 Will save negates this effect.

Arcane Lock

Categories: CR7, Pathfinder | Tags: | Leave a comment

Fire and Brimstone Bridge (CR 7)



A small bridge leads across the wide chasm in this underground cave. A firestorm rages on the middle of the bridge.

Type: magical; Perception DC 31; Disable Device DC 31

Trigger location; Reset none

Effect

The walls and ceiling of this cavern are difficult to climb (DC 25) but it could be done easily with magical assistance. The chasm is deep, though, 500ft. The firestorm is produced from the ceiling and falls into the middle. The fire does 4d4 fire damage per round to anyone in the middle of it. In the middle of the chasm, centered on the bridge, an antimagic field pops into effect should anyone try to cross the chasm via the bridge, walls, or any other mechanism.

Antimagic Field

Categories: CR7, Pathfinder | Tags: | Leave a comment

Sewer Entrance (CR 7)



A large pool of water is below the sewer entrance.

Type: magical; Perception DC 31; Disable Device DC 31

Trigger touch; Reset none

Effect

The pool is covered by an anti-life shell. Any targets jumping down will be deflected to the side. Entrance (2d6 falling damage)

Antilife Shell

Categories: CR7, Pathfinder | Tags: | Leave a comment

Don’t Open That Bottle (CR 7)



A glass bottle, full of clear liquid sits on the table. The bottle is wrapped in gold filigree.

Type: magical; Perception DC 31; Disable Device DC 31

Trigger touch; Reset none

Effect

If the bottle is opened, the room fills up with misty vapors. Bottle (The vapors deal 2d6 acid damage each round, cause a -2 penalty on melee attack and damage rolls, slow movement by 1/2, prevent non-magical ranged weapon attacks, and obscure sight (concealment 5′, total concealment > 5′ for 11 rounds); multiple target (all targets in room)

Categories: CR7, Pathfinder | Tags: | Leave a comment

Blog at WordPress.com.