Fire Curtain

The inside of the archway is covered by a thin sheet of flames.

Magical Trap


The flames are fanned by a gust of wind if a target gets too close.

A DC 12 Intelligence (Investigation) check reveals the source of the flames. Several small jets are installed in the top and bottom of the arch, and seem to be the source of the flame.

When a target gets within 10′ of the flames, a gust of wind blows the flames towards the target. All targets within 15′ of the wall take 6d6 fire damage, with a DC 14 Dexterity saving throw halving this damage. Any target that enters the flame wall is also subject to this damage.

After this, the trap acts at Initiative 20. As long as a target is within 10′, it will blow the wind through the flames.

A detect magic detecs an aura of evocation on the archway.

A dispel magic disables the gust of wind, leaving behind the flames.

The flames can be doused normally, but unless the jets are plugged, they will re-light in 1d4 rounds.

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

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