The back room of the store contains many valuables.

Magical Trap


The contents are protected by a unique curse.

When a target takes one or more valuables, they must make a DC 16 Wisdom saving throw. On a failure, they are cursed. Whenever that target is in the presence of an object within sight but not held by anyone worth more than 100gp x character level, they must immediately make another DC 16 Wisdom saving throw. On a failure, they will attempt to steal the object.

A detect magic detects an aura of necromancy in the room.

A dispel magic (DC 16) permanently disables the trap but does not remove any ongoing effects. Ongoing effects can only be removed via remove curse.

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

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