Fools Flare (CR 2)

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From Pathfinder SRD
Originally posted on this page
Source: Paizo Blog

Many spirits resent the intrusion of lights brought by the living into their dark domains, and exert a supernatural influence on torches and lanterns to show their objections to the trespass of torchbearers.

Fools Flare (CR 2)
XP 600
CE haunt (10-ft. radius)
Caster Level 2nd
Notice Perception DC 15 (to feel a cold, unearthly draft)
hp 4; Trigger proximity; Reset 1 day
 EFFECT
This haunt triggers a pyrotechnics spell on torches or lanterns brought into its area. In some instances, torches flare brightly with a blinding light before plunging the area into darkness, as per the fireworks effect, but in others the light sputters and dies, the extinguished source giving off a smoke cloud effect (save DC 13 versus secondary effects).
DESTRUCTION
A daylight spell cast in the area permanently drives out the haunt.

Section 15: Copyright Notice - Game Mastery Guide

Pathfinder RPG GameMastery Guide, © 2010, Paizo Publishing, LLC; Authors: Cam Banks, Wolfgang Baur, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K Reynolds, F. Wesley Schneider, Amber Scott, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff.

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