magical

Acid Rain Forest


As you go deeper into the rainforest, water seems to always be falling from above. A temple of some sort pokes out of the top of the trees ahead.

Magical Trap

 

Non-believers are encouraged to leave the temple area as the rain turns into acid.

A DC 14 Intelligence (Religion) check reveals that the temple is dedicated to an evil god of nature, one that delights in corrupting the natural order of things.

When the party gets within 200′ of the temple, the rain begins to come down harder, and within 1d4 rounds, turns to acid. When the rain turns to acid, each turn, the target takes 2d4 acid damage, with a successful DC 14 Dexterity saving throw halving this damage.

The acid rain lasts until the targets move out of the 200′ range, or enter the temple. There are no obvious entrances to the temple.

The temple entrance is hidden in a tree 50 feet to the east of the temple. If the targets search this particular tree, it requires a DC 12 Wisdom (Perception) check to detect the lines in the bark that outline the door.

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

The magical defense cannot be dispelled.

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

Ceramic Jars


Several ceramic jars are in a room, protected by a wall of force.

Magical Trap

 

The room is filled with acid, held back by the wall of force.

A DC 14 Wisdom (Perception) check reveals that the features in the room are just slightly blurry.

A DC 16 Intelligence (Investigation) check detects that the room is full of liquid.

A DC 18 Intelligence (Investigation) check identifies the liquid as not water, and likely acid.

When the wall of force is removed, the acid spills into the room. All targets within 30′ of the wall take 6d6 acid damage and an additional 2d4 acid damage for the next 1d4 rounds. A DC 16 Dexterity saving throw halves the initial damage, and negates the ongoing damage.

The pots are well-sealed and have protected the contents.

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

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

Auto Clean


This kitchen is spotless.

Magical Trap

 

The kitchen has an automatic cleaning system.

A DC 16 Intelligence (Investigation) check notes that the kitchen is super clean as if it’s been scoured at every level.

1d4 rounds after the party (i.e. the “contamination”) steps into the kitchen, the magical auto-clean system kicks in. This consists of every square being filled with a swarm of insects

These stay until destroyed or dispelled. They also leave if the party leaves or 10 minutes after the occupants are killed and stripped bare.

A detect magic or similar spell detects an aura of conjuration in the kitchen.

A dispel magic (DC 15) dispels a 20-foot radius sphere of insects. If cast when there are no insects in the room, it disables the trap permanently.

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

Altar-Cation


An evil-looking idol sits atop an ancient, blood-stained altar.

Magical Trap

 

The altar brings confrontation to those that behold it.

A DC 14 Intelligence (Religion) check reveals the god to be a goblin god of mischief and treachery.

Any non-goblin that gets within 30′ of the altar must make a DC 14 Wisdom saving throw. On a failure, the creature acts as if under the confusion spell for 1 minute.

Once affected, or if the save is made, the altar has no effect on that target for 24 hours.

A detect magic or similar spell detects an aura of enchantment on the altar.

A dispel magic dispels teleport effect from the altar or a single affected creature.

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

Altar Chamber


Gold and other valuables adorn the altar as gifts.

Magical Trap

 

The altar has an enclosed chamber underneath. When someone steals from the altar, they are teleported to the chamber.

A DC 14 Intelligence (Insight) check detects that, due to the dust pattern, none of these objects have been moved in quite some time.

When an object is picked up, the target must make a DC 17 Constitution saving throw. On a failure, they are teleported to the chamber underneath the altar. 

The chamber under the altar is made from 5′ thick stone blocks. The only real way out is through dimensional travel.

A detect magic or similar spell detects an aura of conjuration on the altar.

A dispel magic (DC 17) dispels teleport effect from the altar, but any trapped creatures remain trapped.

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

Levitating Rotunda


Several arrow holes look over this large rotunda.

Magical Trap

 

The rotunda causes intruders to levitate, making them easy prey for the archers.

A DC 12 Wisdom (Perception) check detects an archer behind each arrow hole.

When a party gives the defenders cause, they activate the trap. All targets must make a DC 14 Constitution saving throw or be levitated 10 feet off the ground. This lasts for 10 minutes.

While levitating, the target may not move normally. Ranged and melee attacks against the targets are at advantage, and any Dexterity-based checks or saves are at disadvantage.

A detect magic or similar spell detects an aura of transmutation on the floor.

A dispel magic dispels the effect on a single creature, causing them to fall, or suppresses the effect from being activated for 1 hour, if it has already not been activated.

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

Little Scrolls


The featureless door just has a parchment attached to it.

Magical Trap

 

The parchment has a bunch of small tear-a-way strips that read “Take one to open door”. Each of these strips is actually a scroll, and tearing them away activates the spell, but does open the door.

There are 9 strips. A DC 18 Intelligence (Arcana) check detects hidden arcane symbols on each tear-a-way part. This check also identifies the spells. From left to right:

1 – Magic Missile
2 – Hold Person
3 – Slow
4 – Phantasmal Killer
5 – Contagion
6 – Disintegrate
7 – Finger of Death
8 – Feeblemind
9 – Power Word Kill

Each spell is cast with the lowest requirements to cast the spell. The DC of any saves is 10 + spell level, and any attacks are made at +spell level.

A detect magic or similar spell detects the individual spell auras.

A dispel magic dispels one of the spells, with the appropriate DC.

With a successful DC 10 + spell level Intelligence (Arcana) check with disadvantage, the strip can be removed, opening the door, and remain intact as a standalone scroll with the spell on it.

 

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

Burned at the Stake


A pile of wood sits atop a chest. A long stake is attached to the chest, almost reached the ceiling.

Magical Trap

 

Anyone that digs through the wood to get to the chest ends up bound to the stake, and the wood is set alight.

When a target starts to move wood to get to the chest, they must make a DC 16 Wisdom saving throw. On a failure they are teleported to the stake where they are bound by force chains. The wood immediately blazes into an inferno.

Targets in the flames take 6d6 fire damage at the start of their turn, or any time during their turn if they enter. Targets within 10′ of the flames take 2d4 fire damage. The flames burn out in 1 hour.

The target is restrained by the chains.

A detect magic or similar spell detects an aura of evocation and conjuration on the stake and wood pile.

A dispel magic dispels the evocation part first (fire), then the chain part, and then the conjuration (teleport) effect. However, once alight, the dispel has no effect on the fire. Being made of force, the chains are also unaffected.

Getting out of the chains requires either a disintegrate spell, or some kind of teleport magic, as they are slightly different than a normal wall of force.

 

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

Like Nails on a Chalkboard


A large chalkboard is in this wizard’s study. It is full of formulae.

Magical Trap

 

The wizard does not want anyone to change or erase his chalkboard, and has protected it.

If the chalkboard is altered in any way, a ghostly hand appears and drags itself across the board, making a horrible screeching sound. All targets within 30′ must make a DC 13 Wisdom saving throw or become frightened for 1 minute.

The wizard is also alerted magically.

A detect magic or similar spell detects an aura of illusion and transmutation on the chalkboard.

A dispel magic dispels the screeching effect, and a second one dispels the alerting of the wizard.

 

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

Extra Lock


The door appears locked.

Magical Trap

 

If an attempt is made to pick the lock, it becomes harder.

The lock requires a DC 15 Dexterity check with thieves’ tools to open. However, upon success, instead of unlocking, an arcane lock is activated, which now makes it a DC 25.

Nothing happens on a failure. Using the key also does not cause the arcane lock to happen.

A detect magic or similar spell detects an aura of abjuration on the lock.

A dispel magic dispels the arcane lock effect permanently.

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

Blog at WordPress.com.