CR7

If the Stones Could Talk (CR 7)


 

This stone room was once used as a communal latrine.

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

Trigger proximity; Reset none

Effect

The stones begin to talk and tell stories of what they’ve seen. Talking Stones (DC 24 Will Save or target takes 1d2+1 wisdom damage from the stories the stones tell); multiple targets (all targets in room)

Stone Tell

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

Staff Meeting (CR 7)


 

A fine staff leans against the wall.

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

Trigger touch; Reset none

Effect

If the staff is disturbed, it activates. Staff (Whenever a spell is cast within 10′ of the staff, the staff absorbs the spell and casts it back at the target 1 round later. Only one such spell can be in the staff at any time. The 2nd spell displaces the first one, which is lost. Only a dispel magic with DC 19, wish, remove curse or other spell can rid the target of the staff)

Spellstaff

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

A Long Walk (CR 7)


 

The tunnel ahead is dimly lit.

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

Trigger location; Reset none

Effect

The target enters shadow, moving rapidly. A Long Walk (DC 24 Will Save or target begins travel through the Plane of Shadow. Any companions that make their Will Save are quickly lost. An hour later, the target appears at a random location 50 miles away from the entry point)

Shadow Walk

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

Repulsing Skeleton (CR 7)


 

The door slams closed behind you, as flames start to pour into the room.

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

Trigger proximity; Reset none

Effect

A skeleton stands by the door. As soon as the door slams shut, the target is repulsed from the skeleton, and flames shoot from the floor. Repulsing Skeleton (DC 18 Will Save or target cannot approach within 10′ of skeleton, effectively barring the exit. While in room, target takes 2d6 fire damage every round. The repulsion effect lasts for 11 rounds)

Repulsion

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

Collapsing Corridor (CR 7)


 

A door is down at the end of the stone hall.

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

Trigger proximity; Reset none

Effect

When a target gets within 30′ of the door, the corridor in front of them shakes and collapses. Collapsing Corridor (DC 18 Will Save to disbelieve illusion if interacted with. Otherwise, corridor appears to be impassable for 9 minutes, at which point it reverts to normal)

Programmed Image

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

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

Categories: CR5, CR7, CR9, Pathfinder | Tags: | Leave a comment

Shifting Sands (CR 7)


 

The sand dunes stretch on for miles.

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

Trigger proximity; Reset auto

Effect

After the target passes, the sands slowly shift, destroying tracks and altering the landscape. This increases the DC of checks to track and to not get lost by 10.

Move Earth

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

Delving is the Pits (CR 7)


 

The corridor is narrow and long.

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

Trigger location; Reset none

Effect

A trap door falls away to a pit, and closes just as fast! Delving (DC 24 Will Save or target becomes invisible and falls into pit, taking 1d6+3 damage and must make a DC 24 Fortitude Save or fall unconscious for 1d4 + 1 hours. The target also takes 3 hp damage per round, until 2 consecutive DC 24 Fortitude saves are made. At the same time, and exact image of the target is created and jumps away from the pit, and begins to run down the hallway. Every 10 ft, there is another pit, just like the one above, but without the duplicate image/invisibility effect, In order to avoid falling in, the target must make a DC 24 Reflex Save. If the party falls behind the image by more than 20′, the image will stop and wait, but will not interact. The image lasts for 11 rounds, or until physically interacted with)

Mislead

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

I Cast What (CR 7)



Books and scrolls litter the study.

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

Trigger touch; Reset none

Effect

The scrolls and books contain low level spells. When read, the spell becomes prepared, and cannot be gotten rid of until cast.

Mage’s Lucubration

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

Legendary (CR 7)



Sitting in a display case in the middle of the room are some stunning weapons.

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

Trigger touch; Reset none

Effect

The weapons used to be the property of a notorious thief and assassin. The current owner displays them as trophies. If they are taken, the new owners will become “legendary”, attracting many “fans”. Legendary (DC 24 Will Save or target becomes legendary. All creatures within one day’s travel of the target will associate the legends of the thief/assassin with the target. This effect can be removed with dispel magic, remove curse, wish or limited wish, and the effect has a CL of 11)

Legend Lore

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

Blog at WordPress.com.