magical

Parting of the Sea


A castle sits in the middle of a lake.

Magical Trap

 

The water is enchanted such that any creature that travels by water to the island causes the water to part, forming a trench.

When a target gets about halfway across the lake, whether by swimming or boat, the water suddenly parts. The target must make a DC 14 Dexterity saving throw or end up on the bottom of the watery trench. The walls of the trench are 30 feet high, and require a DC 12 Strength check to enter. However, wherever the target enters, they will mostly likely be under over 20 feet of water. A successful DC 10 Constitution check is required if the water is entered with more than 20 feet above. On a failure, the target gains the poisoned condition until the surface is reached, and also gains 1 level of exhaustion. Normal swimming rules apply.

While in the trench, it is difficult terrain.

After 1 minute, the water slowly returns. Any creatures in the water slowly rise to the top. 

A detect magic or DC 16 Intelligence (Arcana) check detects an aura of transmutation on the water.

The trap can be neutralized with a dispel magic cast on the water.

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Trap Setter


A large iron door leads to the next area.

Magical Trap

The door curses the target, resulting in disadvantage on all checks and saves vs. traps and their effects.

When a target passes through the doorway, they must make a DC 14 Wisdom save or else they are cursed. Whenever the target must make a check or a saving throw that deals with a trap or its effects, that roll is at disadvantage.

The only way to get rid of this effect is with a remove curse.

A detect magic or DC 16 Intelligence (Arcana) check detects an aura of enchantment on the door.

The trap can be neutralized with a dispel magic (DC 15).

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Dimensional Rug


A large rug is on the floor of this tower-top room.

Magical Trap

The rug covers a trap door on the floor that teleports the target 20′ outside the window.

A DC 12 Wisdom (Perception) check reveals that the center of the rug bulges slightly. Moving the rug reveals a trap door.

The trap door is fake, and if it is touched, the target must make a DC 16 Wisdom saving throw or be teleported 20′ outside the window, which is 50′ above the ground. The target then falls, taking 5d6 damage.

The rug itself, while in this room blocks magical effects of objects that it covers. As long as the rug covers the trap door, nothing happens.

A detect magic or DC 16 Intelligence (Arcana) check detects an aura of conjuration on the uncovered trap door. If the rug is covering it, nothing is detected.

The trap door effect can be neutralized with a dispel magic (DC 15).

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Off-Stair


A steep stairway leads downwards.

Magical Trap

The stairs are uneven, but covered over with an illusion that causes the stairway to look uniform.

Any creature that walks down the stairs must make a DC 12 Dexterity (Acrobatics) check each time they move. On a failure, they fall down the stairs, taking 3d6 bludgeoning damage and fall prone at the base of the stairs.

Anyone that examines the stairs can detect the illusion with a successful DC 14 Intelligence (Investigation) check.

The cracks are full of water. When the bridge is crossed, it is magically cooled, causing the water to freeze and destroy the bridge.

A detect magic or DC 14 Intelligence (Arcana) check detects an aura of illusion on the stairs.

The effect can be removed with a dispel magic cast on the stairs .

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Water in the Cracks


A cracked stone bridge crosses the gorge ahead.

Magical Trap

The cracks are full of water. When the bridge is crossed, it is magically cooled, causing the water to freeze and destroy the bridge.

A DC 14 Intelligence (Investigation) check reveals that the cracks run deep, and are mostly full of water, but the bridge seems stable.

When a target reaches the midpoint of the bridge, it is instantly super cooled. Targets take 2d4 cold damage at the beginning of any turn they start on the bridge, and 1d4 cold damage if they are on the bridge at any time during their turn.

After 1d4 rounds, the bridge collapses as the ice pushes it apart. Targets on the bridge must make a DC 14 Dexterity saving throw or fall into the gorge, taking 6d6 falling damage.

Targets on the bridge may make a DC 16 Wisdom (Perception) check. On a success they note that the bridge seems to be moving a little, and making small cracking and popping noises after it is cooled.

A detect magic or DC 16 Intelligence (Arcana) check detects an aura of evocation on the bridge.

The effect can be removed with a dispel magic (DC 16) cast on the bridge .

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Battle in the Mirror


Movement can be seen up ahead in the reflection of a mirror.

Magical Trap

A pitched battle is taking place in the mirror that spills over into the room.

When a target gets within 20′ of the mirror, it must make a DC 14 Wisdom saving throw. On a failure, its gaze is drawn towards the battle taking place in the mirror. It can do nothing on its turn except look into the mirror. On subsequent rounds, the target may make another saving throw to break the effect.

At the beginning of the target’s turn, arrows fly from the mirror towards the target as a +8 ranged attack for 3d8 piercing damage.

A detect magic or DC 16 Intelligence (Arcana) check detects an aura of illusion on the mirror.

The effect can be removed with a dispel magic (DC 16) cast on the mirror  or the mirror can be broken. If the mirror is broken, all targets in the room are assailed by a hailstorm of arrows. This is a +12 ranged attack for 6d8 piercing damage.

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Food Stairs


A set of stairs descends downwards.

Magical Trap

When the stairs are used, food is summoned, causing targets to trip.

A DC 12 Wisdom (Perception) check reveals that there are stains on a few of the stairs.

When a target reaches the middle of the stairs, messy food appears on the stairs. The target must make a DC 12 Dexterity saving throw or fall down the stairs, taking 2d6 bludgeoning damage and falling prone.

The food lasts for one minute; targets can bypass the food with a successful DC 12 Dexterity (Acrobatics) check. Failure causes them to fall.

The trap resets every hour.

The food can be cleaned away with a cloth or other item.

A detect magic or DC 14 Intelligence (Arcana) check detects an aura of conjuration on the stairs.

The effect can be removed with a dispel magic cast on the lock or with a DC 16 Intelligence (Arcana) check.

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Greased Doorknob


The door is locked.

Magical Trap

The doorknob is covered in grease unless a special key is used.

The lock requires a special key to open. If not opened with this key, the doorknob is covered in grease for 1 minute.

The lock can be picked with a successful DC 12 Dexterity check with thieves’ tools. Failure also covers the knob and lock in grease.

While covered in grease, all Dexterity based checks involving the door are at disadvantage. Turning the greased doorknob requires a DC 14 Dexterity (Sleight of Hand) check.

A detect magic or DC 14 Intelligence (Arcana) check detects an aura of conjuration on the lock.

The effect can be removed with a dispel magic cast on the lock or with a DC 16 Intelligence (Arcana) check.

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Dark Lock


The wooden door is locked. Spikes on a gear wheel move about the lock.

Magical Trap

The lock plunges the room into darkness if not opened with a special key.The spikes can be avoided with a DC 12 Dexterity (Acrobatics) check. If the room is dark, this check is made at disadvantage. If the check fails, the target takes 1d2 points of piercing damage, and must make a DC 14 Constitution saving throw or become poisoned for 1 hour.

The lock itself requires a special key to open. It can be picked with a DC 12 Dexterity check with thieves’ tools, but if the trap is not dispelled, the room is plunged into darkness as soon whether or not the lock is opened. Opening the door dispels the darkness

A detect magic or DC 14 Intelligence (Arcana) check detects an aura of evocation on the lock.

The effect can be removed with a dispel magic cast on the lock or with a DC 16 Intelligence (Arcana) check.

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Light Lock


The wooden door is locked.

Magical Trap

If the lock is not opened with the special key, a bright beam of light emanates from the lock.

The lock requires a DC 16 Dexterity check with thieves’ tools to unlock. If the check fails, the target must make a DC 11 Dexterity saving throw or be blinded for 1 minute.

A detect magic or DC 14 Intelligence (Arcana) check detects an aura of evocation on the lock.

The effect can be removed with a dispel magic cast on the lock or with a DC 16 Intelligence (Arcana) check.

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