CR8

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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Phase Floor (CR 8)


 

The area ahead is very dark.

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

Trigger proximity; Reset none

Effect

The area ahead is under a darkness effect that even a light spell has trouble removing. But, if tested, it appears the floor is solid wood. However, if someone steps onto the floor, it is actually an ethereal passageway through the floor, and into the space below. Phase Floor (DC 25 Reflex Save or target falls, taking 10d6 damage. Only a dispel magic vs. CL 14 can dispel the darkness. If the darkness is dispelled, the ethereal passage can be easily seen)

Phase Door

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Sword Door(CR 8)



Crossed swords have been carved into the wooden door.

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

Trigger touch; Reset none

Effect

If the door is opened, a magical sword of force attacks the target (+21 melee for 4d6+3 damage, 19-20 crit range) for 14 rounds. The sword cannot be harmed physically, but dispel magicdisintegrate, a sphere of annihilation, or a rod of cancellation affects it.

Mage’s Sword

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Nice House (CR 8)



The safe door is locked.

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

Trigger location; Reset none

Effect

Once the party enters the safe, the door shuts behind them, placing them in a large mansion. The door to exit is hidden somewhere in the mansion. Probably guarded.

Mage’s Magnificent Mansion

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The Sky’s the Limited (CR 8)



A dusty bottle lays on the corridor.

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

Trigger touch; Reset none

Effect

If the bottle is picked up, it glows and magic runes appear on it that say, “Speak your wish and it shall be granted”. Whatever the target wishes for, the opposite will happen. So if he wishes for riches, he will be poor. If he wishes for a spell effect, the opposite will happen (damage instead of healing, penalty instead of bonus, etc). For effects that cause damage or penalties that would normally have a saving throw, the DC of the saving throw is DC 24.

Limited Wish

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Vanishing Death (CR 3,8)



A laughing idol guards the entrance.

Type: magical; Perception DC 27,32; Disable Device DC 27,32

Trigger proximity; Reset auto

Effect

As each target passes the idol to enter the caves, it tells the target a joke. Idol (DC 18 or DC 25 Will Save or target laughs. Also, if the save failed, the next time the target is reduced to 0 HP, they turn invisible. Unless searched for, someone trying to target the downed PC (friend or foe) must make a DC 40 Perception check, unless they physically locate the target)

Invisibility

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Summon To Love (CR 8)



A small idol is in a corner. In front of it is a small altar, with a white-hot symbol on it.

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

Trigger proximity; Reset none

Effect

The idol steals items. Idol (DC 24 Will Save or item in hand or random item appears on the altar, where it is seared with the mark. At any time after this, the item may disappear as it is summoned to the mark’s owner. The mark may be removed with dispel magic at DC 24)

Instant Summons

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Different Results (CR 8)



Several doors lead out of the central chamber.

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

Trigger touch; Reset see below

Effect

Most of the doors are false doors. The second time or more that a false door is searched, unlocked and opened, the trap triggers each and every time. Different Results (DC 25 Will Save or target becomes permanently confused; Only Greater Restoration, heal, limited wish or wish can remove the effect)

Insanity

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The Oxford Comma (CR 8)



The seamless stone door has various runes and symbols on it.

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

Trigger Word; Reset none

Effect

If the targets can read Draconic, Abyssal or Celestial, the runes say, “Speak Friend and Enter”. Otherwise, the runes say “Speak Friend, and Enter”. If the PC’s say “Friend and Enter” the door harmlessly swings open. If they say “Friend” only, they are blasted with unholy energy. Comma (Up to Level 3, targets must make DC 24 Will save or they are killed, if save is made, then the are paralyzed for 1 round, and blinded for 1d4 rounds, Up to Level 8, targets are deafened for 1d4 rounds (save negates), blinded for 2d4 rounds (save reduces to 1d4 rounds), and paralyzed for 1d10 rounds (save reduces to 1 round), Up to Level 12 targets are blinded for 2d4 rounds (save reduced to 1d4 rounds) and deafened for 1d4 rounds (save negates), Lvl 13 targets are deafened for 1d4 rounds (save negates), Lvl 14 and higher are not affected); multiple targets (all targets within 40′)

Holy Word

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