magical

Light Switch


 

A lever serves to open up the portcullis ahead.

Magical Trap

While the lever does open the portcullis, it also creates magical darkness.

When the lever is pulled, the portcullis takes 1 round to fully open. At the same time, an area in a 15′ radius around the portcullis is plunged into magical darkness. This darkness cannot be penetrated with darkvision or non-magical light sources. The darkness lasts  for 10 minutes.

A spell or other effect that can sense the presence of magic, such as Detect Magic, reveals an aura of evocation on the portcullis.

A spell such as Dispel Magic cast onto the portcullis will dispel the trap. Any effect that suppresses magic will cause the trap not to activate for the duration of the effect. If the darkness is present, it will also dispel the darkness for the duration of the effect.

 

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Screaming Chest


 

A smiling face has been carved into the wooden chest.

Magical Trap

If the chest is damaged in any way, the face screams very loudly.

It requires a successful DC 18 Dexterity check with thieves’ tools to open the lock

When the chest if damaged, or if a lock pick attempt fails, the face screams. All creatures within 30′ take 3d6 sonic damage and are stunned for 1 round. A successful DC 14 Constitution saving throw negates the stun effect and halves the damage.

A spell or other effect that can sense the presence of magic, such as Detect Magic, reveals an aura of evocation on the chest.

A spell such as Dispel Magic cast onto the chest will dispel the trap and cause the face to stop smiling. Any effect that suppresses magic will cause the face to stop smiling for the duration of the effect, as well as suppress the sonic attack.

 

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Melting Door


 

A stone door leads into the temple.

Magical Trap

The door melds into the surrounding blocks of the temple when someone tries to open it.

When a creature opens the door, the edges of the door flow into the the blocks of the temple, creating a solid stone wall. The wall now has AC 15 and 1800 hp.

A spell or other effect that can sense the presence of magic, such as Detect Magic, reveals an aura of transmutation on the door.

A spell such as Dispel Magic cast onto the door will dispel the trap and the door can be opened as normal. Any effect that suppresses magic will also allow the door to be opened for the duration of the effect.

 

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Stay Out


 

A large iron double door is at the end of the corridor.

Magical Trap

If a creature gets within 5′ of the door, a large, shimmering hand of force appears in front of it. Depending on what the creature does, the hand takes different actions.

At first, the hand just appears between the creature and the door. The hand has a strength of 26. Creatures with a strength less than 26 may not move through the hand, buy may attempt to go around it with a DC 19 Dexterity (Acrobatics) check. The hand may also be dispelled with Dispel Magic with a DC 15 spellcasting check, or with any other mechanism that dispels or suppresses a level 5 spell.

However, if dispelled or circumvented, another hand appears. This one also has a strength of 26, and will make an opposed Strength (Athletics) check vs. the creature, moving it back 25 feet. At this point, it acts like the hand above.

If the second hand is dealt with, a third hand appears. This one will strike any creature that comes within 5′ of it. It attacks at +4 melee for 4d8 force damage. On a miss, a creature may pass it.

If the third hand is dispelled or circumvented, a fourth and final hand appears. This one makes a grapple check at strength 26 vs. the opponent. When the hand achieves a grapple, it holds the target in place for 1 minute. If the target tries to escape, the hand squeezes, dealing 2d6+4 bludgeoning damage.

A spell or other effect that can sense the presence of magic, such as Detect Magic, reveals an aura of evocation on the door.

A spell such as Dispel Magic cast onto the door will dispel a hand with a  successful DC 15 caster check. If a hand is dispelled, the next hand that would come out will come out. A total of 4 dispels are needed to completely remove the trap. Any effect that suppresses magic at spell level 5 will suppress the current hand for the duration of the effect, and cause the next hand to appear. This ends the suppression effect.

 

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Escape Pool


 

The only way out appears down, into a deep, clear pool of water.

Magical Trap

A wall of force sits about 1 foot below the surface of the water.

A DC 18 Intelligence (Nature) check reveals that the water appears to be moving differently in a 20’x20′ area. This is the area right above the wall of force.

If an object is dropped, it will be clearly seen to go down 1 foot and stop.

A creature which jumps into the pool hits the wall and takes 6d6 falling damage.

A spell or other effect that can sense the presence of magic, such as Detect Magic, reveals an aura of evocation just below the surface of the water.

A spell such as Dispel Magic cast onto the wall will dispel the wall with a successful DC 15 caster check. Any effect that suppresses magic at spell level 5 will suppress the wall for the duration of the effect, causing it to disappear if it has already been activated.

 

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Escape Route


 

The basement has a chest, and no other exits.

Magical Trap

The chest, when opened, creates the illusion of a door on the back wall.

There is a secret door on the back wall, which can be located with a DC 18 Wisdom (Perception) check.

When the chest is opened, a wooden door appears on the back wall. The wooden door is actually overlaid onto a secret door. Opening the wooden door opens the secret door. However, behind the wooden door there appears to be a corridor headed upwards, with daylight showing in the distance. In reality, it’s a 60′ deep shaft. Creatures interacting with the door may make a DC 14 Wisdom saving throw. If it succeeds, they see the shaft, and not the corridor.

When a creature steps into the doorway, they must make a DC 14 Dexterity saving throw or fall, taking 6d6 falling damage. Observers will just see the creature disappear, unless they are successful on a DC 14 Wisdom saving throw. Then they will see them fall.

A spell or other effect that can sense the presence of magic, such as Detect Magic, reveals an aura of illusion on the chest.

A spell such as Dispel Magic cast onto the chest will dispel the illusion effect permanently. Any effect that suppresses magic will suppress the illusion for the duration of the effect, causing it to disappear if it has already been activated.

 

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Self Healing Chest


 

The lock on the chest appears rusted shut.

Magical Trap

The lock and chest repair themselves after each round.

The lock is impossible to pick, and must be broken to open, or the chest broken to open. The lock has AC 19 and 10hp. The chest is AC 15 and 15 hp.

Every time either the lock or chest take damage, unless it is enough to completely destroy it, they completely heal themselves. Once destroyed, the healing effect is permanently lost.

A spell or other effect that can sense the presence of magic, such as Detect Magic, reveals an aura of transmutation on the lock and chest.

A spell such as Dispel Magic cast onto the chest or lock will dispel the healing and any damage will be taken as normal. Any effect that suppresses magic will suppress the healing for the duration of the effect. If the lock or chest are not completely broken, they will heal once the effect ends.

 

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Wait Here


 

A small rope pull appears to open the gate’s latch.

Magical Trap

The rope pull activates a magical rope trap in front of the door.

A successful DC 12 Intelligence (Investigation) check shows a rope textured circle in the dust, 5 foot in diameter, in front of the door.

When the rope is pulled, any creature standing in front of the door must make a DC 12 Dexterity saving throw or be magically hoisted upside down, hanging 3 feet above the ground. The creature is restrained for 1 minute or until released.

A successful Dexterity saving throw at the end of the creature’s turn will end the effect. Or, that creature or an adjacent creature may make a successful DC 12 Intelligence (Arcana) check to end the effect.

A spell or other effect that can sense the presence of magic, such as Detect Magic, reveals an aura of abjuration on the rope.

A spell such as Dispel Magic cast onto the rope will permanently disable the trap. Any effect that suppresses magic will suppress the trap for the duration of the effect.

 

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Steal From Me?


 

A gem has been left outside of a small vault.

Magical Trap

The gem is worthless. It is enchanted, and appears to be worth quite a tidy sum. Only if something like Detect Magic is used will the gem’s real value be known. If the gem is taken, a valuable item from the creature taking it is stolen.

If the gem is picked up by a creature, that creature must make a DC 12 Dexterity saving throw or its most valuable item not currently being carried or worn as clothing disappears. This item is transported inside of the vault.

The vault requires a DC 25 Dexterity check with thieves’ tools to open. Breaking it is difficult. It has AC 20 and 1,000 hp. If opened, the contents consist solely of the stolen item.

A spell or other effect that can sense the presence of magic, such as Detect Magic, reveals an aura of conjuration on the gem.

A spell such as Dispel Magic cast onto the gem will destroy the gem with a successful DC 18 spellcasting check. Any effect that suppresses magic at spell level 8 will suppress the gem abilities for the duration of the effect.

 

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Ivy Wall


 

A tall brick wall is covered with vines and a trellis.

Magical Trap

The ivy will actively try to pull off any climbers.

The combo of vines and trellis make this 30′ tall brick wall easy to climb. It requires a DC 10 Strength (Athletics) check with advantage to successfully climb the wall.

However, when a target nears the top, the vines will animate and try to pull the climbing creature off of the wall. A climbing creature must make a successful DC 14 Dexterity saving throw to avoid the vines. Creatures that fail the saving throw have disadvantage on their climb checks. A failed climb check means the creature falls, taking up to 3d6 falling damage.

A spell or other effect that can sense the presence of magic, such as Detect Magic, reveals an aura of transmutation on the vines.

A spell such as Dispel Magic cast onto the vines will not only keep them from animating, but will also kill them. The vines wither, die and fall off the wall in 1d4 rounds. This removes the advantage to climb checks. Any effect that suppresses magic will suppress the vines from animating for the duration of the effect.

 

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