magical

Hot Foot


A narrow bridge without rails leads across the deep ravine.

Magical Trap

 

The bridge is enchanted such that it causes a target’s foot to become very hot when it makes contact with the ground.

When a target crosses the bridge, they must make a DC 12 Constitution saving throw. On a failure, whenever their right foot touches the ground, they take 1d4 fire damage. They also suffer disadvantage on all Dexterity based rolls, checks, and saving throws. The effect lasts for 10 minutes.

The bridge requires a DC 10 Dexterity (Acrobatics) check to safely cross, with a failure causing the target to take 6d6 bludgeoning (falling) damage.

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

A dispel magic dispels the trap on the bridge and negates any existing effects.

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Copper Tone


A thick metal door guards the next room.

Magical Trap

 

The door leads to an empty safe. When the door is opened, all gold pieces turn to copper pieces.

The door requires a DC 18 Dexterity check with thieves’ tools to open.

If the door is successfully opened, all targets within 15′ must make a DC 16 Wisdom saving throw. On a failure, all gold pieces that they carry are converted to copper pieces.

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

A dispel magic (DC 17) dispels the trap on the door, but does restore the gold pieces.

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Branding


A small, sturdy door leads to a small closet.

Magical Trap

 

The door brands those who take anything from the room.

The closet contains a few chests full of gold, silver, and other valuable items.

If a target leaves the room with an item, they must make a DC 16 Wisdom saving throw, or a brand of the noble’s sigil will appear on their forehead. This brand is permanent, and can only be removed with a remove curse or similar.

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

A dispel magic dispels the trap on the door, but does not remove the brand.

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Light Switch


A large switch seems to open the door.

Magical Trap

 

The switch causes it to become dark.

When the switch is pulled, the door opens, but the area within a 30′ radius of the door becomes dark as per the spell darkness. This lasts for 10 minutes.

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

A dispel magic dispels the darkness and also disables the trap.

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Fear Mirror


A huge, gilded mirror is in the entryway.

Magical Trap

 

The reflection in the mirror frightens the looker.

When a target passes the mirror, they must make a DC 14 Wisdom saving throw or become frightened for 1 minute, as their reflection shows the target dying a grisly death. Other people see the normal reflection of the target.

A detect magic or similar spell detects an aura of necromancy and illusion on the mirror.

A dispel magic (DC 16) cast on the mirror disables the trap, but also destroys the mirror.

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Toll Room


This room is extravagant, with gilded everything.

Magical Trap

 

When the room is exited, the target loses an item of value.

When the target exits the room, they must make a DC 16 Charisma saving throw, or lose an item or items worth at least 100 gp. These items cannot come from items directly worn or carried, like armor, shield, weapon, etc.

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

A dispel magic (DC 16) cast in the room destroys the trap, but does not return any items.

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Bug Zapper


Several windows have been opened on the outside of the house.

Magical Trap

 

Each window has been enchanted to automatically detect and remove bugs and other pests from flying inside.

A DC 12 Wisdom (Perception) check detects small traces of scorching around the window frame.

When the plane of the window is entered, jets of flame shoot out from the window. All targets in a 5′ cone take 4d4 fire damage, with a DC 11 Dexterity saving throw halving this damage.

The effect automatically resets.

A detect magic or similar spell or a DC 14 Intelligence (Arcana) check detects an aura of evocation on the window frame.

A dispel magic cast on the window frame destroys the trap.

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Illusion Lock


A complex-looking lock holds the chest shut.

Magical Trap

 

The lock is an illusion and hides a simpler, non-locking mechanism for opening the chest.

A DC 17 Intelligence (Investigation) check reveals the illusion.

The chest itself requires a DC 14 Intelligence (Investigation) check to open. If the illusion has not been detected, this is at disadvantage.

A detect magic or similar spell or a DC 17 Intelligence (Arcana) check detects an aura of illusion on the chest.

A dispel magic (DC 17) cast on the chest dispels the lock illusion. 

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Stained


Several valuables are on display in this glass case.

Magical Trap

 

When the case is opened, a large stain appears on the target’s shirt.

When the target opens the case, they must make a DC 10 Wisdom saving throw, or a large stain appears on their clothing. The stain is permanent.

A detect magic or similar spell or a DC 12 Intelligence (Arcana) check detects an aura of transmutation on the case.

A dispel magic cast on the case removes the trap, but does not remove any applied stains. A DC 14 Intelligence (Arcana) check also removes the trap.

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Dial-a-Damage Lock


A numbered dial is in the middle of the door. It is numbered 0-10.

Magical Trap

 

When the knob is turned, it decreases the difficulty of opening the door but also increases the damage when the door is opened.

A DC 14 Intelligence (Investigation) check reveals that the knob controls the tension in the mechanisms holding the door closed, and turning it will lessen it, making the door easier to open.

The door requires a DC 20 Strength check to open. Subtract the number on the dial from the DC, so if the dial is set to “5”, then the DC is 15.

However, when the door is opened, it deals force damage. All targets within 30′ of the door take nd6 force damage, where n is the dial setting. There is no saving throw.

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

A dispel magic cast on the dial removes the force damage effect, but the tension effect is mechanical and remains intact.

The dial can be hacked with a successful DC 18 Dexterity check with thieves’ tools. If successful, the number on the dial is treated as 5 less for purposes of dealing damage.

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