Stained


Several valuables are on display in this glass case.

Magical Trap

 

When the case is opened, a large stain appears on the target’s shirt.

When the target opens the case, they must make a DC 10 Wisdom saving throw, or a large stain appears on their clothing. The stain is permanent.

A detect magic or similar spell or a DC 12 Intelligence (Arcana) check detects an aura of transmutation on the case.

A dispel magic cast on the case removes the trap, but does not remove any applied stains. A DC 14 Intelligence (Arcana) check also removes the trap.

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

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