Levitation Room


 

The floor of this room is clean, white tile.

Magical Trap

The far door controls the trap, which causes all targets in the room to levitate 1 foot off of the floor.

A DC 12 Wisdom (Perception) check reveals several arrow slits in the far wall. These and the door lead to a guard room.

When the door is opened, all creatures in the room must make a DC 14 Wisdom saving throw or levitate 1 feet off the ground. While levitating, creatures have disadvantage on all Dexterity based checks, saves and skills. All attacks are at disadvantage, and attackers have advantage on attacks.

Movement is half speed, and no movement can be made without physically applying force to another object, such as using a sword to push against a wall or the floor.

The levitation lasts for 2d6+4 rounds.

A spell such as Detect Magic detects an aura of transmutation on the door.

A spell such as Dispel Magic permanently disables the levitation effect. Effects that suppress magic suppress the levitation affects for the duration of the effect, including active effects.

 

Categories: 5e, Dungeons and Dragons, magical | Tags: , | Leave a comment

Post navigation

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out /  Change )

Google photo

You are commenting using your Google account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

Connecting to %s

This site uses Akismet to reduce spam. Learn how your comment data is processed.

Blog at WordPress.com.

%d bloggers like this: