A small peephole looks into the next room.

Magical Trap


The peephole is magically protected and must be disarmed with a password.

A DC 12 Wisdom (Perception) check detects a small rune near the peephole.

When the peephole is used, unless the trigger word is spoken, the target must make a DC 14 Dexterity saving throw. On a failure, they are hit in the eyes for 2d6 cold damage and are blinded for 1d4 hours. A successful DC 14 Constitution saving throw reduces the blindness to 1 round.

A detect magic or similar spell detects an aura of evocation on the rune.

dispel magic dispels the trap. A DC 14 Intelligence (Arcana) check destroys the rune, which also dispels the trap.

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

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