Level Hundred Knight 6
Spell Resistance: yes
As a standard action, you place a circular magic disc on the floor that glows and rotates. Creatures that step within the square or are within 5 feet of it must make a fortitude saving throw DC: 16+ Strength modifier or be pulled into the center. Creatures who succeed their save are safe and the technique ends, however creatures who fail take normal damage as well as 1d6 per level (Max 20d6). Creatures slain by this technique are transformed into a magic item, this item can only be worth 500 hl per point in it's cr, and it has a number of uses left equal to it's CR before it becomes useless. The item created also only lasts for 1 day per level. This captel trap lasts for 1 round per level and only one can be active at any given time.