Reverse Gravity Trap (CR 1)

Reverse Gravity Trap CR 1

Type magical; Perception DC 20; Disable Device DC 32


Trigger touch; Reset automatic
Effect 2d6 falling damage to all targets in room plus attack by spikes (atk +5, 1d6 damage).

Note Every square in the room must be disarmed separately.

Each marked 5-foot square on the floor and ceiling covers a pressure plate that activates whenever more than 20 pounds of weight is placed on it. The affected squares trigger a reverse gravity spell that affects the whole room, slamming nonflying creatures into the ceiling for 2d6 points of falling damage (which can be reduced to 1d6 with a DC 15 Acrobatics check). Each creature that falls in this way must also check to see if the spikes deal damage. Every marked square on the ceiling reverses the effect, sending creatures on the ceiling slamming back down to the floor for an equal amount of damage. The pattern of marked squares is the same for floor and ceiling—a creature who is suddenly flung to the ceiling with a reverse gravity spell lands on a safe square, thus preventing an immediate trip back down to the floor.

Section 15: Copyright Notice

GameMastery Module D2: Seven Swords of Sin. Copyright 2007 Paizo Publishing, LLC. Author: James Lafond Sutter.

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