CR9

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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Where Did They Go (CR 9)



The chest appears locked.

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

Trigger touch; Reset none

Effect

The target disappears as soon as the chest is opened. Where Did They Go? (DC 27 Will Save or target is teleported to a small chamber located 50′ directly below the current location. Also, the target is protected from any kind of scrying or magical communication, including scry, locate creature, even limited wish and wish)

Mind Blank

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Cornfield, or as well call it, Maze (CR 9)



A path leads through tall cornstalks.

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

Trigger location; Reset auto

Effect

When a target enters the cornfield, they become trapped in a magical maze. The maze lasts for 10 minutes, or until that target makes a DC 20 Intelligence check, which can be made each round as a full round action. When the target escapes, they end up in a random place inside the actual corn maze. In order to escape the cornfield, they target must either hack away, moving 5′ per round, or make 3 out of 5 DC 15 Intelligence checks.

Maze

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