magical

Social Distancing


 

Several dead guards lie on the floor.

Magical Trap

The guards have been killed by disease. They transmit the disease to those that come close.

Any creature that comes within 5′ of a dead guard must make a DC 15 Constitution saving throw or become infected with Filth Fever. Symptoms do not show for 1d7 days. Symptoms are disadvantage on any skill, saving throw or check roll that uses Strength. Once symptoms show, the affected creature must make a DC 15 Constitution saving throw each day. If 2 of 3 saving throws are made, the creature recovers. Otherwise, the disease lasts for 1 more week. At the end of the week, the creature must make a death save. On a failure, they die. On a success, they are no longer contagious and recover in 1d4 days.

While affected, the creature is also contagious. Any other creature that comes within 5 feet may be infected as above.

A spell such as Detect Magic detects an aura of necromancy on the corpses.

A spell such as Dispel Magic cast onto a corpse dispels the disease with a successful DC 15 spellcasting check. Any effect that suppresses effects of level 5 spells or above will suppress the transmission of the disease, but will not cure it or halt its progress.

Lesser Restoration, Heal or 5HP of Lay on Hands also cure the disease.

 

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

Tracking Forest


 

The trees are very dense here.

Magical Trap

Several areas in the forest have been magically enhanced to help would be pursuers locate their quarry.

There is a 5% chance every time a movement action is taken that a creature will travel through an enchanted zone and trigger the trap. Once the trap is triggered, another zone will not be encountered for 1000 yards.

When the trap is triggered, a large arrow made of clouds appears 1000 feet above the location, pointing down. This stays in place for 1 hour.

A spell such as Detect Magic detects an aura of transmutation on the enchanted area in the forest, which is a 20’x20′ square patch of land.

A spell such as Dispel Magic cast onto the area dispels the cloud effect. Spells or effects that suppress magic effects suppress the cloud effect for the duration of the effect. Once the cloud has manifested, effects to dispel it must target the cloud.

 

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

Wait Here


 

A safe door is inset into the wall.

Magical Trap

The safe door triggers a magical guardian.

The safe door requires a DC 19 Dexterity check with thieves’ tools to open. Or it can be forced open with a crowbar and a DC 22 Strength check.

When the door is opened without the proper combination, a hand rises from the ground and grabs the creature opening the safe. This creature must make a DC 12 Strength check or take 2d6 bludgeoning damage and become restrained for 1 minute. The creature may take an action to attempt another Strength check to escape. However, on a failure, the hand deals another 2d6 bludgeoning damage.

A spell such as Detect Magic detects an aura of transmutation on the safe.

A spell such as Dispel Magic cast onto the safe dispels hand effect permanently.  Spells or effects that suppress magic effects suppress the hand effect, will also suppress the hand for the duration of the effect.

 

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

Greed


 

A chest is in the corner of the room.

Magical Trap

The chest is full of gold that enchants those in the room to be consumed by greed.

The defenders here use this chest as a defense. When they are attacked, the chest is flung open. All opponents within 30 feet must make a DC 14 Wisdom saving throw or be charmed. A charmed creature may do nothing but approach the gold and start collecting it. Affected creatures may make a new save at the end of each of their turns. Also, any creature that takes damage gets a new saving throw immediately to end the effect.

A spell such as Detect Magic detects an aura of enchantment on the chest.

A spell such as Dispel Magic cast onto the chest dispels the charm effect permanently.  Spells or effects that suppress magic effects suppress the charm effect, and also suppress any ongoing charm effects on creatures.

 

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

Locked and Reinforced Door


 

The metal door leading to what is most likely a closet looks to have been reinforced.

Magical Trap

The door closes in a gateway that was accidentally opened in the closet.

The door has been reinforced with adamantite. It has AC 23 and 23 hp. A DC 23 Strength check is required to force it open. It also has a very complex tumbler lock that requires a DC 19 Dexterity check with thieves’ tools to open.

If the door is opened, it reveals the inside of the closet, which has been taken over by a sphere of blackness and cold that immediately extends 20 feet into the room. No light penetrates this blackness, and creatures within it are fully blinded. Soft whispers and slurping noises are heard from within.

The area is difficult terrain, and creatures that start their turn in the blackness take 2d6 cold damage. Any creature that ends its turn must make a DC 14 Dexterity saving throw or take 2d6 acid damage as something inside slithering around rub up against the creature.

A spell such as Detect Magic detects an aura of abjuration on the door. Once opened, this aura disappears, and an aura of conjuration is detected on the blackness.

A spell such as Dispel Magic cast onto the door with a successful DC 18 spellcasting ability check causes the door to stop containing the blackness, which spills out into the room. The blackness can be dispelled with a second Dispel Magic. Spells or effects that suppress magic effects of spell level 8 or above will cause the darkness to momentarily appear, before suppressed. If the blackness is already present, such effects will also suppress the blackness for the duration. However, if the door is suppressed, once the suppression effect ends, the blackness will no longer be contained, and will appear outside the door.

 

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

Dorm of Horrors


 

Several bunks fill this room.

Magical Trap

The beds cause bad dreams in the target.

The beds are all messed up, even though no one has used them for a long time. A chest is under each bunk.

The chests contain clothing, weapons and some small valuables. If the chests or bed are disturbed, they crumble to dust and everyone in the room must make a DC 15 Wisdom save. Crumbled items reappear 1 hour later.

Those that fail their save will have their sleep disrupted by a monstrous entity in their dreams. The target gains no benefit from sleep and takes 3d6 psychic damage upon awakening.

A spell such as Detect Magic detects an aura of illusion on the room.

A spell such as Dispel Magic cast onto the room with a successful DC 15 spellcasting ability check causes all the beds and chests to crumble in to dust forever, and permanently ends the dream effect. Spells of effects that suppress magic effects of spell level 5 or above will cause the beds and chests to crumble to dust and render them inert, only to appear an hour after the suppression effect ends. The dream effect, once imparted, is not affected by suppression.

 

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

Iron Crown


 

A crown of jagged iron, inset with gems sits atop a statue.

Magical Trap

The crown charms the target, making them attack their allies.

If the statue or crown is examined, the target must make a DC 12 Wisdom saving throw or be compelled to place the crown on their head. Once the crown is on their head, that creature will use its action each turn to make a melee attack against its closest ally.

This effect lasts for 1 minute, or until the target makes a successful DC 12 Wisdom saving throw at the end of its turn.

A spell such as Detect Magic detects an aura of enchantment on the crown.

A spell such as Dispel Magic cast onto the crown will render it inert. Any effect that suppresses magic suppress the crown’s effect for the duration of the effect, including if it is currently controlling a creature.

 

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

Death Room


 

Two doors, both open lead into a circular room.

Magical Trap

The doors, when closed, complete a magical death circle.

When the last target enters the room, or if a target crosses the room to the other door, two skeletal apparitions appear in the doorways and close the doors. Once the doors are closed, a pale, purple energy coalesces in the middle of the room, and then explodes in a rippling shockwave. All creatures in the room take 8d6 necrotic damage, with a successful DC 18 Constitution saving throw halving the damage.

A spell such as Detect Magic detects an aura of necromancy about the room, and separate auras of transmutation on the doors.

A spell such as Dispel Magic cast onto either door will keep them from closing. If cast into the center of the room, it will disable the energy effect if it succeeds with a DC 16 spellcasting check. Any effect that suppresses magic will keep the doors from closing for the duration, which effectively keeps the trap from activating.

 

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

Skeleton Armory


 

Several skeletons, wearing armor and bearing weapons, line the side walls.

Magical Trap

The skeletons have been enchanted to deal necrotic damage if they are disturbed.

If any of the armor or weapons are removed, that skeleton’s hand detaches and attacks the target with a +4 ranged attack for 1d8 necrotic damage. On a successful hit, the hand clings to the target, and the target may not regain any HP until the start of its next turn.

A spell such as Dispel Magic cast onto a single skeleton will destroy the hands of the skeleton and render it inert. Any effect that suppresses magic suppresses all of the skeletons for the duration of the effect. In addition, any on-going effects from the necrotic attack are removed, as they only last one turn anyway.

 

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

Reviving Floor


 

The floor is made up of hundreds of small mosaic tiles.

Magical Trap

Several of the tiles have a small symbol on them that can revive an enemy.

A DC 18 Wisdom (Perception) check reveals that about 50 tiles each have a small, identical cross on them.

When an opponent is killed, stepping on one of these tiles will revive them; they come back to life with 1 HP.

A spell or other effect that can sense the presence of magic, such as Detect Magic, reveals an aura of necromancy on each of these tiles.

A spell such as Dispel Magic cast onto a single tile will destroy the cross and remove the reviving effect for that tile only. Any effect that suppresses magic suppresses all of the tiles for the duration of the effect.

Avoiding the tiles can be done. During combat, the tiles can be avoided by making all combat rolls, including defensive saves, ability checks and skill checks with disadvantage. This assumes that a target is knowingly trying to avoid the tiles. If not, one of the tiles will be activated during each creature’s turn.

 

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

Blog at WordPress.com.