It’s Not Easy Being Green

A small glass display case houses a few valuables.

Magical Trap


The case is enchanted to turn would-be thieves green.

When a target opens the case, they must make a DC 12 Wisdom saving throw. On a failure, their skin turns green. If they aren’t already green, this causes disadvantage on any Charisma based rolls.

The green wears off in 24 hours.

A detect magic or DC 14 Intelligence (Arcana) check detects an aura of enchantment on the door case.

The effect, either on the case or target can be neutralized with a dispel magic.

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

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