CR8

Art Gallery (CR 8)


 

Several pictures and sculptures adorn the walls and floor.

Type: magical; Perception DC 32; Disable Device DC 32

Trigger proximity; Reset none

Effect

The first target to reach the middle becomes a statue, filling an empty spot. Statue (DC 25 Will Save or target becomes a statue for 14 hours. The statue has hardness 8 and it’s original HP. It can see, smell and hear, but perform no actions. Every 14 hours, a new save needs to be made. If it fails, the target remains a statue.)

Statue

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Turnabout is Fair Play (CR 8)


 

A small chest is hidden under the wizard’s desk.

Type: magical; Perception DC 32; Disable Device DC 32

Trigger touch; Reset none

Effect

The target that touches the chest is zapped by the trap. Turnabout (DC 25 Will Save or for the next 2 hours, up to 1d6+4 spell levels that are cast by anyone within 30′ are directed at the target)

Spell Turning

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Snow Buddy (CR 8)


 

Snow falls from above!

Type: magical; Perception DC 32; Disable Device DC 32

Trigger proximity; Reset none

Effect

When the target is covered in snow, a pit opens up beneath them. Snow Buddy (DC 25 Reflex save or target falls into pit, taking 3d6 damage and is then covered in snow. The target must make a DC 15 Survival check each minute, or become fatigued due to the cold. The target can dig themselves out of the snow up to the trap door, which is now closed, at the rate of 5 feet per round. While under the snow, anyone above cannot hear them. However, atop the trap door, covered in a small amount of snow, and exact duplicate of the target has been created, which is being controlled by a nearby entity. This duplicate will appear unharmed, and only a DC 25 Perception check will reveal this as a duplicate, otherwise, it will appear to be the target. It will work against the party, however, each time it takes a contrary action, another DC 25 Perception check or DC 20 Sense Motive check may be performed to determine that it is a duplicate, and not the original target)

Simulacrum

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Now You See It (CR 8)


 

A metal floor, with wide grating covers the entire bottom of this tower. A chest sits in the middle. About 20 feet under the grated floor is a pool of lava. Several of the grate spacings are big enough to fall through.

Type: magical; Perception DC 32; Disable Device DC 32

Trigger touch; Reset none

Effect

If the chest is touched, both the chest and floor become invisible. While the chest can be opened and looted by feel, walking back will also have to be done by feel. For every 5 feet that a target walks on the grate, they must make a DC 24 Acrobatics check, or step through an opening. A DC 24 Perception check can be made before each movement as a move-equivalent action. If this succeeds, they will receive a +5 bonus on the Acrobatics roll. If the Acrobatics check fails, the target must immediately make a DC 24 Reflex Save, or fall into the lava, taking 2d6 falling damage, and 2d6 fire damage each round.

Sequester

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Don’t Look (CR 8)


 

A velvet cloth covers something on the polished walnut table.

Type: magical; Perception DC 32; Disable Device DC 32

Trigger touch; Reset none

Effect

Under the cloth is a crystal ball that is used for observing the owner’s pet basilisk. Anyone removing the cloth meets the gaze of the basilisk, and must make as DC 15 Fortitude Save or be turned to stone.

Scrying

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I’m Alive! (CR 8)


 

An archway leads to the next room. Inscribed in draconic, it reads, “New Life to All Who Pass”.

Type: magical; Perception DC 32; Disable Device DC 32

Trigger proximity; Reset none

Effect

The target is restored to full HP and health, and has no loss of spells. However, just like if the targets was resurrected, it gains a permanent negative level. A DC 20 Fortitude Save negates the negative level.

Resurrection

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Give Them the Finger (CR 8)


 

The lock on the chest appears complex.

Type: magical; Perception DC 32; Disable Device DC 32

Trigger touch; Reset none

Effect

The target’s finger is severed. Finger (Target’s finger is severed, causing 2d6 damage plus 2 Dex damage, on a successful DC 20 Reflex save, target merely takes 1d6 damage, however, after the damage, a new finger is grown back one round later. This heals 4d8+13 points of damage. If the finger was severed, the Dex bonus is removed in 24 hours. If the finger was not severed, this causes a -2 penalty on all Dex-based rolls until the finger is removed. A DC 20 Fortitude save negates the healing and regenerated finger effect)

Regenerate

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Guardian (CR 8)


 

The tower door is made of stout wood, and decorated with magic symbols.

Type: magical; Perception DC 32; Disable Device DC 32

Trigger touch; Reset none

Effect

If the door is opened, a robed figure appears, warning off the intruders. It will the fire appropriate offensive spells for a 13th level wizard, with a +6 Int bonus. Guardian (DC 32 Will Save if image is interacted with to disbelieve)

Project Image

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Hidden Safe (CR 8)


 

A portrait of a beautiful women with green eyes and flowing blonde hair hangs on a wall.

Type: magical; Perception DC 32; Disable Device DC 32

Trigger touch; Reset none

Effect

Hidden behind the portrait is a safe. (DC 20 Perception, DC 25 Disable Device to open). If the portrait is moved to provide access to the safe, the picture of the woman turns into a picture of a medusa that screeches once and switches back. Hidden Safe (Target suffers blindness, the duration of which depends on target’s current HP total, 50 or less – permanent, 51-100 – 1d4+1 minutes, 101-200 – 1d4+1 rounds, 201 or greater has no effect)

Power Word Blind

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Hall of Planes (CR 8)


 

The long hallway has many doors on either side.

Type: magical; Perception DC 32; Disable Device DC 32

Trigger touch; Reset none

Effect

Each of the doors leads to another plane. Planes (DC 25 Will Save or target is transported to a random plane when the door is opened, as well as any creatures ii physical contact with the target. Each creature gets a save. Once activated, the doorway becomes inert, and leads to a small, 5×5 closet.)

Plane Shift

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