Pathfinder

Wrathful Light (CR 4)


 

Several torches flicker dimly here.

Type: magical; Perception DC 28; Disable Device DC 28

Trigger proximity; Reset none

Effect

The torches flicker, then go out, as the target’s own light source briefly flickers. Wrathful Light (For the next 5 minutes, all enemies that are within 30′ of the torch gain a +1 resistance bonus to saving throws. After 5 minutes, the light source goes out. Magical light sources re-light automatically 1 round later. When the light goes out, either after 5 minutes or by some other effect or action, the bonus effect ends, but everyone within 5 feet of the light source takes 2d8 force damage)

Wrathful Mantle

 

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Wrath Wrap (CR 2)


 

The doorway is covered by a hanging, tangled mess of cloth.

Type: magical; Perception DC 26; Disable Device DC 26

Trigger touch; Reset none

Effect

The cloth wraps itself around the target. Wrath Wrap (DC 16 Reflex Save or the cloth wraps itself around the target, forming a mocking image of an unknown god. For the next minute, enemies become enraged at the blasphemy, and are granted a +1 morale bonus on attack and weapon damage rolls vs. the target)

Wrath

 

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Top of the Hill (CR 10)


 

A lonely tower sits atop a hill.

Type: magical; Perception DC 34; Disable Device DC 34

Trigger touch; Reset none

Effect

The ground begins to shake when the door is opened. Top of the Hill (Just behind the party, the ground swells to a 10 foot high crest and moves towards the keep. Everyone in the party takes 6d6 bludgeoning damage. Also, anyone within 30′ of the tower takes 10d6 damage as the tower collapses, a DC 28 Reflex save halves the damage. The wave continues on for 18 minutes, travelling at 30′ per round, leaving havoc in its wake. Of course, the PC’s will probably be to blame if they come across survivors…); multiple targets (all targets in party)

World Wave

 

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Wind Gate (CR 10)


 

A gate is located in the middle of the long bridge.

Type: magical; Perception DC 34; Disable Device DC 34

Trigger touch; Reset none

Effect

The bridge is 300 feet long. A stout iron gate is in the middle. It is not locked, but merely latched. If opened, the gate levitates in a vortex of strong winds. Wind Gate (The gate moves 60 feet per round towards the nearest targets. When it reaches the target, the target must make a DC 28 Fortitude Save or take 5d8 bludgeoning damage and be knocked prone. Large or smaller creatures are also knocked back 10 feet, causing them to make a DC 28 Reflex Save or fall of the bridge, taking 10d6 damage. On a successful save, the target takes half damage and is not knocked prone. The gate flies for 18 minutes.); multiple targets (all targets on bridge)

Winds of Vengeance

 

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Faith (CR 4)


 

The image of an unknown god is carved into the wooden door. It mocks you.

Type: magical; Perception DC 28; Disable Device DC 28

Trigger touch; Reset none

Effect

The idol blesses those of the same faith. Those of the same faith get a +2 deflection bonus to AC and a +2 resistance bonus to all saves. This lasts for 50 minutes. The party is not of the same faith, but all of their foes are.

Ward the Faithful

 

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A Star is Born (CR 5)


 

Some small golden eggs lie on the table.

Type: magical; Perception DC 29; Disable Device DC 29

Trigger touch; Reset none

Effect

The eggs crack open when touched, releasing a cloud of small stars. A Star is Born (target must make a DC 21 Will Save or target becomes dazed for one round and is outlined by the stars. This negates any concealment. Each round target must make a Will save. If successful, stars jump to a new target within 30 feet. If it is failed, target is dazed for another round. Once a save is made, target cannot be affected again. The stars last for 7 rounds.)

Wandering Star Motes

 

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Wizard’s Screen Door (CR 10)


 

A screen door seems to be installed on the tower. It shimmers.

Type: magical; Perception DC 34; Disable Device DC 34

Trigger touch; Reset 1 day

Effect

The screen door opens easily, but when it does, a shimmering curtain of light blocks the doorway. Wizard’s Screen Door (Any magical item or effect that passes through the curtain is suppressed for 18 rounds. The curtain itself remains for 3 hours. The curtain also blocks line of effect for magical attacks and effects); multiple targets (all targets that pass through curtain)

Wall of Suppression

 

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Lava Portcullis (CR 9)


 

A solid portcullis blocks the way, and looks sturdy.

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

Trigger touch; Reset none

Effect

The portcullis requires a DC 25 Strength check to lift. Once lifted, the trap is triggered. Lava Portcullis (Lava pours from the portcullis opening, forming a solid wall of lava. The wall has hardness 4 and 90 hp per 5 foot square, but the lava will fill it in. The opening is 10′ x 10′, taking up 4 squares of lava. The total number of squares in 16, so 12 squares have to be destroyed before there is a hole. Weapons and objects take 2d6 fire damage when striking the wall, as do natural or unarmed attackers. A DC 25 Strength check is required to move through the wall, but the target takes 20d6 fire damage on the attempt, whether it succeeds or not. Those within 10′ of the wall take 2d4 fire damage per round, and those within 20′ but further than 10′ take 1d4 fire damage per round. Every round, the wall reduces itself by 1d4 squares by shooting a plume of lava at a random target within 60′. This is a ranged touch attack at +12 and deals 10d6 fire damage. Those damaged by physical contact with the wall or a plume continue to take half the original damage per round for 1d3 rounds); multiple targets (see above)

Wall of Lava

 

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Lite Wake (CR 3)


 

The monsters are close behind.

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

Trigger location; Reset none

Effect

When leaving the area/building, the trap is triggered. Lite Wake (The terrain is difficult terrain, but the party leaves behind a darkly glowing path, 1 foot off the ground. This path lasts for 3 rounds, is 10 feet wide and always 120 feet in length behind the party. Pursuing creatures can treat the ground as normal terrain)

Wake of Light

 

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Vortex Well (CR 8)


 

The well here looks pretty old, and is also fairly large.

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

Trigger location; Reset none

Effect

The well is 15 feet wide and 50 feet deep. A small stream and pool can be seen dimly at the bottom. Vortex Well (About halfway down, the pool spirals up the well. Those in the well must make a DC 25 Reflex Save or take 6d6 bludgeoning damage each round. Those that fail must also make a 2nd save, or be pulled into the vortex. While in the vortex, creatures take 1d8 damage per round, plus the additional 6d6 bludgeoning damage, and cannot escape until the vortex subsides, 7 rounds later. Those that are not in the well, but come into contact, must make the save(s) or take damage and possibly be pulled in for the duration of the effect.); multiple targets (all targets in well).

Vortex

 

Categories: CR8, Pathfinder | Tags: | Leave a comment

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