Pathfinder

Password (CR 10)


 

A large mouth has been carved into the stone doorway.

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

Trigger proximity; Reset none

Effect

The mouth will ask for the password, which is “bandersnatch”. If not given, the mouth yells at anyone opening the door. Password (Target with 100hp or less is killed)

Power Word Kill

Categories: CR10, Pathfinder | Tags: | Leave a comment

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

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

Rats! (CR 6)


 

Small furry creatures scurry around the door.

Type: magical; Perception DC 30; Disable Device DC 30

Trigger touch; Reset none

Effect

If the door is opened, the creatures transform into 3d6 dire rats. The creatures still have the stats of mice and are mostly harmless, but look menacing.

Polymorph

Categories: CR6, Pathfinder | Tags: | Leave a comment

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

Categories: CR9, Pathfinder | Tags: | Leave a comment

Snake Door (CR 5)


 

A large wooden door is secured with the twisting bronze shape of a snake.

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

Trigger touch; Reset none

Effect

The snake bites the person who opens the door. Snake Door (DC 21 Fortitude Save for 6 rounds or target takes 1d3 Con damage. A single successful save ends the effect)

Poison

Categories: CR5, Pathfinder | Tags: | Leave a comment

Mower (CR 6)


 

A large blade comes down from the ceiling, slowly chasing you.

Type: magical; Perception DC 30; Disable Device DC 30

Trigger proximity; Reset none

Effect

The blade comes down 30′ in front of the party and moves 15′ per round. At the same time, all of the party is turned into clumps of grass. Mower (DC 22 Will Save or target becomes a clump of grass for 9 minutes. While being a clump of grass, that target gets +2 to Con and AC (natural armor) but can only move 5′ per round. The mower has reach 0 and is large. It attacks with +12 melee for 4d6 damage. It moves in a straight line and does not backtrack for 1 minute); multiple targets (all targets in area)

Plant Shape

Categories: CR6, Pathfinder | Tags: | Leave a comment

Ivy Wall (CR 4)


 

Ivy grows up a brick wall, making it easy to climb.

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

Trigger proximity; Reset none

Effect

About halfway up, the plants suddenly grow very large, entangling the target. Ivy Wall (DC 19 Reflex Save or target is entangled, and must make a DC 19 Strength check or Escape Artist check to move. Once freed, the target must either hack away, requiring 1 minute for every 5 feet of movement, or make a DC 19 CMB check to move 5 feet. If the target moves 10 feet outwards, they will be on the outside, and can climb as normal, with a +5 bonus to original climb check)

Plant Growth

Categories: CR4, Pathfinder | Tags: | Leave a comment

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

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

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

Categories: CR5, CR7, CR9, Pathfinder | Tags: | Leave a comment

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

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

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