The floor of this room is clean, white tile.
|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.