CR9

Speaking Tube (CR 9)


 

The door is closed, and a small speaking tube is next to it.

Type: magical; Perception DC 33; Disable Device DC 33

Trigger touch; Reset none

Effect

If the door is forced open, a voice booms from the tube, “Knock?”. Speaking Tube (10d6 sonic damage, plus target is deafened for 4d6 rounds and stunned for 1 round. A DC 27 Fortitude save halves the damage and deafened duration. Exposed crystalline objects take 16d6 damage. Objects wielded by the target can avoid damage with a DC 27 Reflex Save); multiple targets (all targets in a 30′ cone)

Shout

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What’s Your Resistance? (CR 9)


 

The gate ahead is closed to the courtyard.

Type: magical; Perception DC 33; Disable Device DC 33

Trigger proximity; Reset none

Effect

One round after the targets enter the courtyard, the area is filled with one of the following spells, based on what kind of damage resistance the targets have. All spells are at CL 16. Delayed Blast Fireball, Chain Lightning or Cone of Cold. A DC 27 Will Save causes the effects of the above spells to only be at 60% of normal damage.

Shadow Evocation

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Screen Door (CR 9)


 

A glass door opens up onto a magnificent deck, overlooking a canyon.

Type: magical; Perception DC 33; Disable Device DC 33

Trigger proximity; Reset none

Effect

The door is actually a scrying device that looks out onto the deck. The deck itself is weak and crumbling, but through the door looks solid. If the door is opened, it still looks solid, unless a DC 27 Will Save is made. If the deck is stepped on, there is a 50% chance each round that it will collapse, causing anyone on the deck to fall, taking 20d6 damage unless a DC 27 Reflex Save is made.

Screen

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Impressionist Painting (CR 9)


 

Up ahead, a very colorful picture dominates the wall.

Type: magical; Perception DC 33; Disable Device DC 33

Trigger proximity; Reset none

Effect

When the target gets close enough, the colors begin to swirl. Painting (16 HD of creatures are affected by the lights, starting with lowest HD creatures first. 6 or lessUnconscious for 1d4 rounds, then stunned for 1d4 rounds, and then confused for 1d4 rounds. (Treat an unconscious result as stunned for nonliving creatures.) 7 to 12Stunned for 1d4 rounds, then confused for an additional 1d4 rounds.13 or more: Confused for 1d4 rounds. Sightless creatures are not affected by scintillating pattern.); multiple targets (16 HD of creatures within 20′)

Scintillating Pattern

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Wooden Door on a Ledge (CR 9)


 

A pathway leads up the steep cliffside to a wooden door.

Type: magical; Perception DC 33; Disable Device DC 33

Trigger touch; Reset none

Effect

If the door is unlocked, it causes all metal objects under 500 lbs. to be pushed away. Wooden Door (Target carrying metal is pushed back 40ft. A DC 10 Reflex Save lets the target drop items in hand, or a DC 20 Sleight of Hand check allows the target to discard easily removable items, like a helm, backpack, purse, etc. Those in armor do not get any check. Target is pushed off ledge and falls 200 feet, taking 20d6 damage); multiple targets (all targets in 60′ line)

Repel Metal or Stone

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Spellbook (CR 9)


 

A spellbook has been hidden in the desk.

Type: magical; Perception DC 33; Disable Device DC 33

Trigger touch; Reset none

Effect

The first spellcaster to touch the book is magically enchanted. Spellbook (DC 23 Will Save or all of target’s spells grant +8 resistance bonus to spells to target’s target. This lasts for 160 minutes)

Protection from Spells

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Prismatic Pit (CR 9)


 

The floor opens up underneath you, revealing a 10′ pit with a shimmering floor.

Type: magical; Perception DC 33; Disable Device DC 33

Trigger location; Reset none

Effect

The floor of the pit, at 10′ is actually a Prismatic Wall. Prismatic Pit (DC 21 Reflex Save or target falls into pit and passes through all 7 colors of the wall, taking all effects, and then falls an additional 40′, taking an additional 5d6 points of damage if the fall completes)

Prismatic Wall

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Stun Chest (CR 9)


 

A ladder on the wall leads up to a small alcove.

Type: magical; Perception DC 33; Disable Device DC 33

Trigger touch; Reset none

Effect

The ledge contains a small chest with a face carved into the side. If touched, the face screams. Stun Chest (Target becomes stunned, duration depends on current hit points, 50 or less – 4d4 rounds, 51-100 – 2d4 rounds, 101-150 – 1d4 rounds, 151 or greater – no effect. Stunned target falls from ladder as well, taking 4d6 damage)

Power Word Stun

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Ice Plug (CR 9)


 

The cave wall ahead has been plugged with blocks of ice.

Type: magical; Perception DC 33; Disable Device DC 33

Trigger touch; Reset none

Effect

If an ice block is removed, melted, etc, a blue-white ray of freezing air and ice springs forth. Ice Plug (+20 ranged touch for 16d6 cold damage plus 1d4 Dexterity Drain)

Polar Ray

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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

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