[D4] Traps


[D4.0] Traps (General Rules)

Traps are designed to obviously harm or hinder the party. Monsters are generally not affected by traps (they don't set them off, it's as if they had a continuous Protection from Traps running).
Effects on the room that have a trade-off, or that also affect the monsters in the dungeon, are generally Tricks or Specials, not Traps.
Remove/Avoid Traps will always succeed on a natural 01 and fail on a natural 00. If it fails, there is a 50% chance the trap will explode in the Rogue's face.
Traps can be moved or taken by the PC, if they are removed twice using Remove Traps. The second time the trap is removed, it is at double penalty plus an additional -50%, and if the rogue fails, the trap explodes in his face. (So a normal trap is at -50%, magical/psi is at -150%, and out of phase is at -250% on the second roll.)
Traps that the PC has can be thrown for their effect (as a throwing attack), or set up somewhere else (requires a 1V action, no Find/Remove Traps roll is necessary).

[D4] Traps


[D4.1] Normal (Mechanical) Traps

Normal Trap Source d161
Arrow trap DMG1 1
arrow trap (CR1) Jamis_Buck 2
Arrow trap, 1-3 arrows, 1 in 20 is poisoned. DMG1 3
Arrow trap, poisoned DMG1 4
Ball trap DMG1 5
Basic Arrow Trap: CR 1; Atk +10 ranged (1d6/x3, arrow) SRD3.5 6
Blade scything across inside container DMG1 7
Box of Brown Mold: CR 2; 5-ft. cold aura (3d6, cold nonlethal) SRD3.5 8
Bricks from Ceiling: CR 2; Atk +12 melee (2d6, bricks); multiple targets (all targets in two adjacent 5-ft. squares) SRD3.5 9
Built-to-Collapse Wall: CR 6; Atk +20 melee (8d6, stone blocks); multiple targets (all targets in a 10-ft.-by-10-ft. area) SRD3.5 10
Burnt Othur Vapor Trap: CR 7; gas; multiple targets (all targets in a 10-ft.-by-10-ft. room); never miss; onset delay (3 rounds); poison (burnt othur fumes, DC 18 Fortitude save resists, 1 Con drain/3d6 Con) SRD3.5 11
Caltrops DMG1 12
Caltrops, poisoned DMG1 13
Camouflaged Pit Trap: CR 1; DC 20 Reflex save avoids; 10 ft. deep (1d6, fall) SRD3.5 14
Camouflaged Pit Trap: CR 2; DC 20 Reflex save avoids; 20 ft. deep (2d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares) SRD3.5 15
Camouflaged Pit Trap: CR 3; DC 20 Reflex save avoids; 30 ft. deep (3d6, fall); multiple targets (first target in each of two adjacent squares) SRD3.5 16
Camouflaged Pit Trap: CR 4; DC 20 Reflex save avoids; 40 ft. deep (4d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares) SRD3.5 17
Camouflaged Pit Trap: CR 5; DC 20 Reflex save avoids; 50 ft. deep (5d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares) SRD3.5 18
Ceiling block falls DMG1 19
Ceiling collapses DMG1 20
Ceiling lowers DMG1 21
Ceiling Pendulum: CR 3; Atk +15 melee (1d12+8/x3, greataxe) SRD3.5 22
Chute DMG1 23
Chute down 1 level (cannot be ascended in any manner) DMG1 24
Collapsing Column: CR 4; Atk +15 melee (6d6, stone blocks) SRD3.5 25
Compacting Room: CR 6; hidden switch bypass (Search DC 25); walls move together (12d6, crush); multiple targets (all targets in a 10-ft.-by- 10-ft. room); never miss; onset delay (4 rounds) SRD3.5 26
Contact poison on container DMG1 27
Contact poison on treasure DMG1 28
Crushing Room: CR 10; walls move together (16d6, crush); multiple targets (all targets in a 10-ft.-by-10-ft. room); never miss; onset delay (2 rounds) SRD3.5 29
crushing wall trap (CR10) Jamis_Buck 30
Crushing Wall Trap: CR 10; no attack roll required (18d6, crush) SRD3.5 31
Deathblade Wall Scythe: CR 8; Atk +16 melee (2d4+8 plus poison, scythe); poison (deathblade, DC 20 Fortitude save resists, 1d6 Con/2d6 Con) SRD3.5 32
Deeper Pit Trap: CR 1; hidden switch bypass (Search DC 25); DC 15 Reflex save avoids; 20 ft. deep (2d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares) SRD3.5 33
Door falls outward causing 1-10 hit points DMG1 34
Door, falling DMG1 35
Door, one way DMG1 36
Door, resisting DMG1 37
Door, specific DMG1 38
Door, spring DMG1 39
Doorknob Smeared with Contact Poison: CR 5; poison (nitharit, DC 13 Fortitude save resists, 0/3d6 Con) SRD3.5 40
Drawer Handle Smeared with Contact Poison: CR 9; poison (black lotus extract, DC 20 Fortitude save resists, 3d6 Con/3d6 Con) SRD3.5 41
Dropping Ceiling: CR 9; ceiling moves down (12d6, crush); multiple targets (all targets in a 10-ft.-by-10-ft. room); never miss; onset delay (1 round) SRD3.5 42
falling block trap (CR5) Jamis_Buck 43
Falling Block Trap: CR 5; Atk +15 melee (6d6); multiple targets (can strike all characters in two adjacent specified squares) SRD3.5 44
flooding room trap (CR5) Jamis_Buck 45
Flooding Room Trap: CR 5; no attack roll necessary (see note below) SRD3.5 46
Floor, collapsing DMG1 47
Floor, illusionary (non-magical) DMG1 48
Fusillade of Darts: CR 1; Atk +10 ranged (1d4+1, dart); multiple targets (fires 1d4 darts at each target in two adjacent 5-ft. squares) SRD3.5 49
Fusillade of Darts: CR 5; Atk +18 ranged (1d4+1, dart); multiple targets (1d8 darts per target in a 10-ft.-by-10-ft. area) SRD3.5 50
Fusillade of Greenblood Oil Darts: CR 7; Atk +18 ranged (1d4+1 plus poison, dart); poison (greenblood oil, DC 13 Fortitude save resists, 1 Con/ 1d2 Con); multiple targets (1d8 darts per target in a 10-ft.-by-10-ft. area) SRD3.5 51
Fusillade of Spears: CR 6; Atk +21 ranged (1d8, spear); multiple targets (1d6 spears per target in a 10 ft.-by-10-ft. area) SRD3.5 52
Gas released by opening container DMG1 53
Gas, blinding DMG1 54
Gas, corroding DMG1 55
Gas, fear DMG1 56
Gas, nausea DMG1 57
Gas, obscuring DMG1 58
Gas, poison DMG1 59
Gas, sleep DMG1 60
Gas, slowing DMG1 61
Gas, weakness DMG1 62
Gas; party has detected it, but must breathe it to continue along corridor, as it covers 60' ahead DMG1 63
hail of needles (CR1) Jamis_Buck 64
Hail of Needles: CR 3; Atk +20 ranged (2d4) SRD3.5 65
Insanity Mist Vapor Trap: CR 8; gas; never miss; onset delay (1 round); poison (insanity mist, DC 15 Fortitude save resists, 1d4 Wis/2d6 Wis); multiple targets (all targets in a 10-ft.-by-10-ft. room) SRD3.5 66
Javelin Trap: CR 2; Atk +16 ranged (1d6+4, javelin) SRD3.5 67
Jaw trap DMG1 68
large net trap (CR1) Jamis_Buck 69
Large Net Trap: CR 2; Atk +5 melee (see note) SRD3.5 70
Lock Covered in Dragon Bile: CR 7; poison (dragon bile, DC 26 Fortitude save resists, 3d6 Str/0) SRD3.5 71
Moving Executioner Statue: CR 5; hidden switch bypass (Search DC 25); Atk +16 melee (1d12+8/x3, greataxe); multiple targets (both arms attack) SRD3.5 72
Oil (equal to one flask) pours on random person from hole in ceiling, followed by flaming cinder (2d6 damage) DMG1 73
Passage, blocked by falling bars DMG1 74
Passage, closed by stone block DMG1 75
Pendulum, ball or blade DMG1 76
Pit DMG1 77
pit trap (100 ft. deep) (CR5) Jamis_Buck 78
pit trap (20 ft. deep) (CR1) Jamis_Buck 79
pit trap (30 ft. deep) (CR3) Jamis_Buck 80
pit trap (40 ft. deep) (CR2) Jamis_Buck 81
pit trap (80 ft. deep) (CR4) Jamis_Buck 82
Pit Trap: CR 2; DC 20 Reflex save avoids; 40 ft. deep (4d6, fall) SRD3.5 83
Pit Trap: CR 3; DC 20 Reflex save avoids; 60 ft. deep (6d6, fall) SRD3.5 84
Pit Trap: CR 4; DC 20 Reflex save avoids; 80 ft. deep (8d6, fall) SRD3.5 85
Pit Trap: CR 5; DC 20 Reflex save avoids; 100 ft. deep (10d6, fall) SRD3.5 86
Pit, 10' deep with spikes, 3 in 6 to fall in DMG1 87
Pit, 10' deep, 3 in 6 to fall in, pit walls move together to crush victim(s) in 2-5 rounds. DMG1 88
Pit, 10'deep, 3 in 6 to fall in DMG1 89
Pit, locking DMG1 90
Pit, locking & flooding DMG1 91
Pit, with poisoned spikes DMG1 92
Pit, with spikes DMG1 93
Poison Dart Trap: CR 1; Atk +8 ranged (1d4 plus poison, dart); poison (bloodroot, DC 12 Fortitude save resists, 0/1d4 Con plus 1d3 Wis) SRD3.5 94
poison needle trap (CR2) Jamis_Buck 95
Poison Needle Trap: CR 1; Atk +8 ranged (1 plus greenblood oil poison) SRD3.5 96
Poison Needle Trap: CR 2; lock bypass (Open Lock DC 30); Atk +17 melee (1 plus poison, needle); poison (blue whinnis, DC 14 Fortitude save resists (poison only), 1 Con/unconsciousness) SRD3.5 97
Poison Wall Spikes: CR 5; Atk +16 melee (1d8+4 plus poison, spike); multiple targets (closest target in each of two adjacent 5-ft. squares); poison (Medium monstrous spider venom, DC 12 Fortitude save resists, 1d4 Str/1d4 Str) SRD3.5 98
Poisoned Arrow Trap: CR 3; lock bypass (Open Lock DC 30); Atk +12 ranged (1d8 plus poison, arrow); poison (Large monstrous scorpion venom, DC 14 Fortitude save resists, 1d4 Con/1d4 Con) SRD3.5 99
Poisoned Dart Trap: CR 4; Atk +15 ranged (1d4+4 plus poison, dart); multiple targets (1 dart per target in a 10-ft.-by-10-ft. area); poison (Small monstrous centipede poison, DC 10 Fortitude save resists, 1d2 Dex/1d2 Dex) SRD3.5 100
Poisoned needles in hondles DMG1 101
Poisoned needles in lock DMG1 102
Poisoned Spiked Pit Trap: CR 10; hidden lock bypass (Search DC 25, Open Lock DC 30); DC 20 Reflex save avoids; 50 ft. deep (5d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+5 plus poison each); poison (purple worm poison, DC 24 Fortitude save resists, 1d6 Str/2d6 Str) SRD3.5 103
Poisonous insects or reptiles living inside container DMG1 104
portculis trap (CR2) Jamis_Buck 105
Portcullis Trap: CR 1; Atk +10 melee (3d6) SRD3.5 106
Razor-Wire across Hallway: CR 1; Atk +10 melee (2d6, wire); multiple targets (first target in each of two adjacent 5-ft. squares) SRD3.5 107
Rolling Rock Trap: CR 1; Atk +10 melee (2d6, rock) SRD3.5 108
Room, elevator DMG1 109
Room, flooding DMG1 110
Room, sliding DMG1 111
Scything blade DMG1 112
scything blade trap (CR1) Jamis_Buck 113
Scything Blade Trap: CR 1; Atk +8 melee (1d8/x3) SRD3.5 114
Secret Door DMG1 115
Spear trap DMG1 116
spear trap (CR2) Jamis_Buck 117
Spear trap, 1-3 spears, 1 in 20 is poisoned. DMG1 118
Spear trap, poisoned DMG1 119
Spear Trap: CR 1; Atk +12 ranged (1d8/x3, spear) SRD3.5 120
Spears released from walls when container opened DMG1 121
Spiked Blocks from Ceiling: CR 6; Atk +20 melee (6d6, spikes); multiple targets (all targets in a 10-ft.-by-10-ft. area) SRD3.5 122
spiked pit trap (100 ft. deep) (CR6) Jamis_Buck 123
Spiked Pit Trap (100 Ft. Deep): CR 6; DC 20 Reflex save avoids; 100 ft. deep (10d6, fall); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+5 each) SRD3.5 124
spiked pit trap (20 ft. deep) (CR2) Jamis_Buck 125
spiked pit trap (40 ft. deep) (CR3) Jamis_Buck 126
spiked pit trap (60 ft. deep) (CR4) Jamis_Buck 127
spiked pit trap (80 ft. deep) (CR5) Jamis_Buck 128
Spiked Pit Trap (80 Ft. Deep): CR 5; DC 20 Reflex save avoids; 80 ft. deep (8d6, fall), pit spikes (Atk +10 melee, 1d4 spikes for 1d4+5 each) SRD3.5 129
Spiked Pit Trap: CR 2; DC 20 Reflex save avoids; 20 ft. deep (2d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+2 each) SRD3.5 130
Spiked Pit Trap: CR 3; DC 20 Reflex save avoids; 20 ft. deep (2d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+2 each) SRD3.5 131
Spiked Pit Trap: CR 4; DC 20 Reflex save avoids; 60 ft. deep (6d6, fall); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+5 each) SRD3.5 132
Spiked Pit Trap: CR 5; DC 25 Reflex save avoids; 40 ft. deep (4d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+4 each) SRD3.5 133
Spring darts firing from front of container DMG1 134
Spring darts firing up from top of container DMG1 135
Spring dartsfiring up from inside bottom of container DMG1 136
Stairs, collapsing DMG1 137
Stone block dropping in front of the container DMG1 138
Stone Blocks from Ceiling: CR 3; Atk +10 melee (4d6, stone blocks) SRD3.5 139
Stone falls from ceiling causing 2-20 hit points of damage to each person failing his save DMG1 140
Swinging Block Trap: CR 1; Atk +5 melee (4d6, stone block) SRD3.5 141
Trapdoor opening 6' in front of container DMG1 142
Trapdoor opening in front of container DMG1 143
Tripping Chain: CR 2; multiple traps (tripping and melee attack); Atk +15 melee touch (trip), Atk +15 melee (2d4+2, spiked chain) SRD3.5 144
Ungol Dust Vapor Trap: CR 5; gas; multiple targets (all targets in a 10-ft.-by-10-ft. room); never miss; onset delay (2 rounds); poison (ungol dust, DC 15 Fortitude save resists, 1 Cha/1d6 Cha plus 1 Cha drain) SRD3.5 145
Vent, acid DMG1 146
Vent, fire DMG1 147
Vent, gas DMG1 148
Wall Blade Trap: CR 1; hidden switch bypass (Search DC 25); Atk +10 melee (2d4/x4, scythe) SRD3.5 149
Wall Scythe Trap: CR 4; Atk +20 melee (2d4+8/x4, scythe) SRD3.5 150
Water-Filled Room Trap: CR 4; multiple targets (all targets in a 10-ft.-by-10-ft. room); never miss; onset delay (5 rounds); liquid SRD3.5 151
Water-Filled Room: CR 7; multiple targets (all targets in a 10-ft.-by-10-ft. room); never miss; onset delay (3 rounds); water SRD3.5 152
Well-Camouflaged Pit Trap: CR 2; DC 20 Reflex save avoids; 10 ft. deep (1d6, fall) SRD3.5 153
Well-Camouflaged Pit Trap: CR 7; DC 25 Reflex save avoids; 70 ft. deep (7d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares) SRD3.5 154
Well-Camouflaged Pit Trap: CR 8; DC 20 Reflex save avoids; 100 ft. deep (10d6, fall) SRD3.5 155
Whirling Poison Blades: CR 6; hidden lock bypass (Search DC 25, Open Lock DC 30); Atk +10 melee (1d4+4/1920 plus poison, dagger); poison (purple worm poison, DC 24 Fortitude save resists, 1d6 Str/2d6 Str); multiple targets (one target in each of three preselected 5-ft. squares) SRD3.5 156
Wide-Mouth Pit Trap: CR 6; DC 25 Reflex save avoids; 40 ft. deep (4d6, fall); multiple targets (all targets within a 10-ft.-by-10-ft. area) SRD3.5 157
Wide-Mouth Pit Trap: CR 9; DC 25 Reflex save avoids; 100 ft. deep (10d6, fall); multiple targets (all targets within a 10-ft.-by-10-ft. area) SRD3.5 158
Wide-Mouth Spiked Pit Trap: CR 4; DC 20 Reflex save avoids; 20 ft. deep (2d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+2 each) SRD3.5 159
Wide-Mouth Spiked Pit with Poisoned Spikes: CR 9; hidden lock bypass (Search DC 25, Open Lock DC 30); DC 20 Reflex save avoids; 70 ft. deep (7d6, fall); multiple targets (all targets within a 10-ft.-by-10-ft. area); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+5 plus poison each); poison (giant wasp poison, DC 14 Fortitude save resists, 1d6 Dex/1d6 Dex) SRD3.5 160
Wyvern Arrow Trap: CR 6; Atk +14 ranged (1d8 plus poison, arrow); poison (wyvern poison, DC 17 Fortitude save resists, 2d6 Con/2d6 Con) SRD3.5 161

[D4] Traps


[D4.2] Magical/Psionic Traps

Magical/Psionic Trap Source d46
Acid Arrow Trap: CR 3; Atk +2 ranged touch; (acid arrow, 3rd-level wizard, 2d4 acid/round for 2 rounds) SRD3.5 1
Acid Arrow Trap: CR 8; multiple traps (two simultaneous acid arrow traps); Atk +9 ranged touch and +9 ranged touch; (acid arrow, 18th-level wizard, 2d4 acid damage for 7 rounds) SRD3.5 2
Acid Fog Trap: CR 7; (acid fog, 11th-level wizard, 2d6/round acid for 11 rounds) SRD3.5 3
air sucked out of room (CR5) Jamis_Buck 4
Bestow Curse Trap: CR 4; (bestow curse, 5th-level cleric, DC 14 Will save negates) SRD3.5 5
Black Tentacles Trap: CR 7; (black tentacles, 7th-level wizard, 1d4+7 tentacles, Atk +7 melee [1d6+4, tentacle]); multiple targets (up to six tentacles per target in each of two adjacent 5-ft. squares) SRD3.5 6
Blade Barrier Trap: CR 7; (blade barrier, 11th-level cleric, 11d6 slashing, DC 19 Reflex save half damage) SRD3.5 7
Burning Hands Trap: CR 2; (burning hands, 1st-level wizard, 1d4 fire, DC 11 Reflex save half damage) SRD3.5 8
Burning Hands Trap: CR 3; (burning hands, 5th-level wizard, 5d4 fire, DC 11 Reflex save half damage) SRD3.5 9
Chain Lightning Trap: CR 7; (chain lightning, 11th-level wizard, 11d6 electricity to target nearest center of trigger area plus 5d6 electricity to each of up to eleven secondary targets, DC 19 Reflex save half damage) SRD3.5 10
Destruction Trap: CR 8; (destruction, 13th-level cleric, DC 20 Fortitude save for 10d6 damage) SRD3.5 11
Earthquake Trap: CR 8; (earthquake, 13th-level cleric, 65-ft. radius, DC 15 or 20 Reflex save, depending on terrain) SRD3.5 12
electrified floor (CR4) Jamis_Buck 13
Energy Drain Trap: CR 10; Atk +8 ranged touch; (energy drain, 17th-level wizard, 2d4 negative levels for 24 hours, DC 23 Fortitude save negates) SRD3.5 14
Explosive runes DMG1 15
Extended Bane Trap: CR 3; (extended bane, 3rd-level cleric, DC 13 Will save negates) SRD3.5 16
Fire Trap: CR 3; (fire trap, 3rd-level druid, 1d4+3 fire, DC 13 Reflex save half damage) SRD3.5 17
Fire Trap: CR 5; (fire trap, 7th-level wizard, 1d4+7 fire, DC 16 Reflex save half damage) SRD3.5 18
Fireball Trap: CR 5; (fireball, 8th-level wizard, 8d6 fire, DC 14 Reflex save half damage) SRD3.5 19
flame jet (CR2) Jamis_Buck 20
Flame Strike Trap: CR 6; (flame strike, 9th-level cleric, 9d6 fire, DC 17 Reflex save half damage) SRD3.5 21
floor transforms into acid (CR6) Jamis_Buck 22
Floor, illusionary DMG1 23
Forcecage and Summon Monster VII trap: CR 10; multiple traps (one forcecage trap and one summon monster VII trap that summons a hamatula); (forcecage, 13th-level wizard), (summon monster VII, 13th-level wizard, hamatula) SRD3.5 24
Ghoul Touch Trap: CR 3; (ghoul touch, 3rd-level wizard, DC 13 Fortitude save negates) SRD3.5 25
globe of cold (CR4) Jamis_Buck 26
Glyph of Warding (Blast): CR 4; (glyph of warding [blast], 5th-level cleric, 2d8 acid, DC 14 Reflex save half damage); multiple targets (all targets within 5 ft.) SRD3.5 27
Glyph of Warding (Blast): CR 6; (glyph of warding [blast], 16th-level cleric, 8d8 sonic, DC 14 Reflex save half damage); multiple targets (all targets within 5 ft.) SRD3.5 28
illusion over spiked pit (CR3) Jamis_Buck 29
Incendiary Cloud Trap: CR 9; (incendiary cloud, 15th-level wizard, 4d6/round for 15 rounds, DC 22 Reflex save half damage) SRD3.5 30
Inflict Light Wounds Trap: CR 2; (inflict light wounds, 1st-level cleric, 1d8+1, DC 11 Will save half damage) SRD3.5 31
lightning blast (CR3) Jamis_Buck 32
Lightning Bolt DMG1 33
Lightning Bolt Trap: CR 4; (lightning bolt, 5th-level wizard, 5d6 electricity, DC 14 Reflex save half damage) SRD3.5 34
Lightning Bolt Trap: CR 6; (lightning bolt, 10th-level wizard, 10d6 electricity, DC 14 Reflex save half damage) SRD3.5 35
Phantasmal Killer Trap: CR 5; (phantasmal killer, 7th-level wizard, DC 16 Will save for disbelief and DC 16 Fort save for partial effect) SRD3.5 36
poison gas trap (CR10) Jamis_Buck 37
Power Word Stun Trap: CR 8; (power word stun, 13th-level wizard) SRD3.5 38
Prismatic Spray Trap: CR 8; (prismatic spray, 13th-level wizard, DC 20 Reflex, Fortitude, or Will save, depending on effect) SRD3.5 39
Reverse Gravity Trap: CR 8; (reverse gravity, 13th-level wizard, 6d6 fall [upon hitting the ceiling of the 60-ft.- high room], then 6d6 fall [upon falling 60 ft. to the floor when the spell ends], DC 20 Reflex save avoids damage) SRD3.5 40
Sepia Snake Sigil Trap: CR 4; (sepia snake sigil, 5th-level wizard, DC 14 Reflex save negates) SRD3.5 41
Summon Monster VI Trap: CR 7; (summon monster VI, 11th-level wizard) SRD3.5 42
Symbol DMG1 43
Teleporter DMG1 44
Wail of the Banshee Trap: CR 10; (wail of the banshee, 17th-level wizard, DC 23 Fortitude save negates); multiple targets (up to 17 creatures) SRD3.5 45
Word of Chaos Trap: CR 8; (word of chaos, 13th-level cleric) SRD3.5 46