magical

Starry Night


 

Across from the grand staircase is a large, abstract painting of a starry, night sky.

Magical Trap

The painting mesmerizes those who look at it.

A DC 12 Wisdom (Perception) check allows a viewer to note that some of the stars in the painting twinkle from further than 30 feet away.

When a target gets within 30 feet of the painting, they must make a DC 13 Wisdom saving throw. On a failure, they walk towards the painting and stand if front of it, mesmerized by the twinkling stars and swirling effects. Each minute, they may make a new saving throw to be free of the effect. Once freed, the painting will not affect that target again for 24 hours. Another creature may use an action to shake the target, which will end the effect. Also, any damage will end the effect.

An aura of illusion can be detected on the painting with detect magic or a successful DC 15 Intelligence (Arcana) check.

Dispel magic or a DC 17 Intelligence (Arcana) check dispels the illusion effect. Once the effect is dispelled, any creatures under it’s influence are freed from the effect.

 

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Grease Fire


 

A vat of grease is simmering over an open flame at the entrance to the cave.

Magical Trap

If a target gets within 10 feet of the vat, water appears above it, causing an explosion.

A DC 12 Intelligence (Investigation) check reveals that the oil is nearing its smoke point.

When a target gets within 10 feet of the vat, a bunch of water appears over the vat, falling into it. All targets within 15′ take 4d6 fire damage, with a DC 14 Dexterity saving throw halving the damage. On a failure, the target is also on fire, and takes 1d6 fire damage at the start of their turn until it is put out. It requires an action to put out the flames.

Also, a 15′ radius area around the vat burns for 1d6 rounds afterwards. Targets entering this area take 2d6 fire damage. If they start their turn in the flames, they also take 2d6 fire damage.

An aura of transmutation can be detected on the vat with detect magic or a successful DC 14 Intelligence (Arcana) check.

Dispel magic  or a DC 16 Intelligence (Arcana) check dispels the trap.

If the fire is extinguished, the oil cools down enough in 5 minutes to be safe.

 

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Another Gate


 

A portcullis blocks the way.

Magical Trap

When the portcullis is lifted up, another one appears.

A DC 12 Wisdom (Perception) check notes that the opening for the portcullis in the ceiling is much wider than needed. A DC 8 Intelligence (Investigation) check reveals that it is 5 times wider than needed.

A DC 10 Wisdom (Perception) check reveals a large pile of wood and metal about 40′ down the hall from the portcullis.

When the portcullis is lifted up, which requires a DC 13 Strength check, as soon as a target tries to pass under it, another portcullis appears just behind it. This portcullis is in all respects identical to the previous one.

This happens a total of 4 times. In order to pass, 5 portcullises have to be dealt with.

When the new portcullis appears, a DC 14 Wisdom (Perception) check lets the target notice that the pile of wood and metal has gotten a little smaller.

A 5 foot section of a portcullis has 20 hp and AC 15.

Propping up a portcullis requires lifting it then using something to hold it up. It requires a DC 12 Dexterity check to properly place the prop. If this check fails, the portcullis will fall. The target propping it up must make a DC 10 Dexterity saving throw or take 1d6 bludgeoning damage.

An aura of transmutation can be detected on the portcullis with detect magic or a successful DC 14 Intelligence (Arcana) check.

Dispel magic  or a DC 16 Intelligence (Arcana) check dispels the trap. Any portcullises that have already been created are unaffected.

 

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Slapstick


 

A single board has been laid across the door, barring entry from the other side.

Magical Trap

If the board is removed, it curses the target with an unusual illusion.

Anyone that removes the board must make a DC 16 Wisdom saving throw. On a failure, they are cursed.

Whenever the target makes a social check, an illusion is generated that causes the person to whom the target is making a check against to be struck by the cursed person’s hand. This causes no physical damage, but…

An aura of illusion and enchantment can be detected on the board with detect magic or a successful DC 16 Intelligence (Arcana) check.

Dispel magic (DC 16) or a DC 19 Intelligence (Arcana) check dispels the effects on the board. If a character has been affected, then a dispel magic (DC 16) or remove curse removes the effect.

 

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Swinging Razors


 

Several large razors swing from pendulums across the bridge.

Magical Trap

The pendulums are easily avoided, but halfway through, darkness descends on the bridge.

A DC 10 Intelligence (Investigation) check detects the pattern in the razor swings. This grants advantage on the check to avoid them.

In order to cross the bridge, the target must make 6 consecutive DC 10 Dexterity (Acrobatics) checks. Failure causes 1d6 slashing damage from the razor.

However, halfway across, a 15 foot radius of darkness falls. This causes disadvantage on the checks to avoid the razors.

If the target stops moving, they take the 1d6 slashing damage every round at the start of their turn.

An aura of evocation can be detected on the bridge with detect magic or a successful DC 12 Intelligence (Arcana) check.

Dispel magic or a DC 14 Intelligence (Arcana) check dispels the darkness permanently.

 

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Hand Door


 

A set of hands acts as a door pull on these double doors.

Magical Trap

The hands spray flame when pulled.

When the door is pulled open, all targets in a 15-foot cone must make a DC 11 Dexterity saving throw. On a failed save, they take 3d6 fire damage or half as much on a successful save.

An aura of evocation can be detected on the hands with detect magic or a successful DC 12 Intelligence (Arcana) check.

Dispel magic or a DC 14 Intelligence (Arcana) check dispels the trap permanently.

 

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Poison Lock


 

The wooden door is secured by an iron lock.

Magical Trap

The lock sprays poison at the target.

A DC 14 Wisdom (Perception) check reveals a little corrosion around the keyhole.

A DC 16 Intelligence (Investigation) check shows this corrosion to be from some kind of caustic substance that has come from the inside of the lock.

When the lock is opened, a puff of oily gas comes from the lock. The target must make a DC 10 Constitution saving throw or take 1d12 poison damage.

An aura of conjuration can be detected on the lock with detect magic or a successful DC 12 Intelligence (Arcana) check.

Dispel magic or a DC 14 Intelligence (Arcana) check dispels the trap permanently.

 

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Unlimited Food


 

A bountiful feast is laid out on the table before you.

Magical Trap

The feast causes the target to be the recipient of unlimited food.

A DC 18 Intelligence (Arcana) check reveals that the food is arcane in nature. But otherwise is perfectly good.

If any of the food is eaten, the target must make a DC 16 Constitution saving throw. On a failure, every hour the target will be the recipient of enough food that it will cause the target to be heavily encumbered. The food will be deposited in containers, bags, etc. It requires 1d4+1 rounds to drop all the excess wait.

An aura of conjuration can be detected on the food with detect magic or a successful DC 18 Intelligence (Arcana) check.

Dispel magic or a DC 19 Intelligence (Arcana) check dispels the food from the table permanently. If used on an affected player, any carried food is dispelled and the effect end immediately.

 

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Spellbound


 

This little spot in the forest seems very peaceful.

Magical Trap

The area is under the effect of time-warping magic.

A DC 18 Intelligence (Nature) check reveals that the area is a little too pristine. Further examination shows that there is no rot or decay anywhere.

When the party rests here, time resets to the beginning of their rest. It will seem like they got the benefit of a short or long rest, but they do not actually regain lost hit points, expended spells, etc.

When the party leaves the area, each target must make a DC 24 Wisdom check. On a success, they notice that they did not regain lost resources. On a failure, they only notice this when it comes time to use an expended ability, or they take damage or the like.

An aura of transmutation and illusion can be detected on the area with detect magic or a successful DC 24 Intelligence (Arcana) check.

Dispel magic (DC 15) or a DC 19 Intelligence (Arcana) check dispels the illusion part of the effect, revealing that the lost resources were not regained. Stopping the time effect requires a Dispel magic (DC 19), which dispels it permanently.

 

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Magic Bridge


 

A small rope bridge crosses the deep chasm.

Magical Trap

The bridge is a magical construct that disappears when a target reaches the middle. It is 50′ across and the chasm is 200 feet deep.

A DC 14 Intelligence (Investigation) check reveals that this bridge looks brand new, and is not weathered at all.

When a target reaches the middle of the bridge, it disappears. All targets on the bridge may attempt to jump to the closest side which will be no more than 25 feet away. First, the target must make a successful DC 16 Dexterity saving throw, or the jump attempt will be at disadvantage. If the jump fails, the target falls, taking 20d6 falling damage.

An aura of evocation and illusion can be detected on the bridge with detect magic or a successful DC 22 Intelligence (Arcana) check.

Dispel magic (DC 15) or a DC 19 Intelligence (Arcana) check dispels the illusion, revealing the bridge as being an invisible plane of force. A DC 17 Dispel magic or DC 22 Intelligence (Arcana) check dispels the force bridge.

 

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