magical

Gate Chest


 

A large metal chest is in the corner.

Magical Trap

The contents of the chest are actually on a separate mini-plane.

When touched, the target is transported to that plane and then the gate closes. A successful DC 19 Wisdom save prevents transport.

An aura of conjuration can be detected on the chest with detect magic or a successful DC 22 Intelligence (Arcana) check.

Dispel magic (DC 19) or a DC 24 Intelligence (Arcana) check closes the gate, also removing the treasure.

 

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

Blinking Chest


 

Several ironbound wooden chests sit on the floor.

Magical Trap

The chest contents blink to another chest when the lid is opened.

When the lid of a chest is opened, the contents disappear and reappear in another chest. Then the lid closes.

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

Dispel magic  or a DC 16 Intelligence (Arcana) check dispels the transmutation effect on a single chest. Once dispelled, this chest will no longer be the target of the treasure.

A DC 16 Dexterity check with thieves’ tools can remove the lid or jam it open. If a lid is open when the contents have been moved, the contents can be removed.

 

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

Acid Chest


 

An ironbound wooden chest is firmly attached to the floor.

Magical Trap

The chest fires an arrow of acid when opened.

A DC 16 Intelligence (Investigation) check reveals that one of the tumblers in the lock appears instead to be a small switch.

When the lock is opened or broken, an arrow of acid attacks the target with a +6 ranged attack. On a hit, it deals 4d4 acid damage, and an additional 2d4 acid damage at the end of the target’s next turn. On a miss, is deals 2d4 acid splash damage.

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

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

A DC 16 Dexterity check with thieves’ tools can also disable the switch in the lock.

 

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

Ice Room


 

This sunken hallway is filled with about 1 foot of water.

Magical Trap

There is a pressure plate under the water that, when depressed, causes the water to magically freeze.

A DC 18 Wisdom (Perception) check reveals a few small air bubbles coming out from a tile under the water about halfway down the hallway.

A DC 12 Intelligence (Investigation) check reveals that there is a small air pocket under the tile, which can be moved down.

When the tile is stepped on, each target in the water must make a DC 16 Dexterity saving throw, or become trapped in the ice. Targets trapped in the ice take 3d6 cold damage each round, while those not trapped in the ice are standing on top of it, and take 1d6 cold damage per round.

Targets trapped in the ice must break free. The ice has AC 12 and 10 hp. It is immune to cold damage and vulnerable to fire damage. Once destroyed, they are free to move.

The ice lasts for 10 minutes.

If the tile is discovered, it can be jumped with a DC 10 Strength (Acrobatics) check at disadvantage due to the water.

It can also be disabled with a DC 14 Dexterity check with thieves’ tools at disadvantage, due to the water.

 

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

Speak Friend and Enter


 

Arcane runes form around a door shape in the rock.

Magical Trap

When the word to open the door is uttered, the door opens, but unleashes divine energy in the process.

The runes can be read with a DC 10 Intelligence (Arcana) check. They reveal the password, and that it must be uttered aloud to open the door.

When the password is spoken, the doors fly open and unleash divine energy. All targets within 30 feet must make a DC 18 Charisma saving throw or be blinded, deafened and stunned for 1 hour. Those that succeed on the saving throw are merely deafened for 1 minute.

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

Dispel magic  with a DC 17 ability check with your spellcasting ability dispels the evocation effect on the door, but also permanently seals them.

 

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

Jade Statues


 

Two jade statues flank the entryway to this underground temple.

Magical Trap

Damage taken by party members is partially redirected to the statues. When they take too much damage, they collapse, causing the entrance to cave-in.

Any target that gets within 10 feet of the statue must make a DC 12 Charisma saving throw. On a failure, they approach the jade statue and make a small monetary offering. These targets, for the next hour, every time they are damaged the statues take 1d4 of the damage instead. When the damage of the statues reaches 20, they collapse, causing the entrance to cave-in.

They caved-in entrance is blocked by 10 feet of solid stone.

An aura of abjuration can be detected on each statue with detect magic or a successful DC 13 Intelligence (Arcana) check.

Dispel magic or a successful DC 15 Intelligence (Arcana) check dispels the abjuration effect on the statues permanently.

 

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

Ink Blot


 

A fancy desk is in the middle of this small study. It has a small drawer in it. A bowl of dark liquid also sits on the desk.

Magical Trap

When the drawer is opened a magical scoop scoops some ink out of the bowl and dumps it on the target.

The drawer is locked and requires a DC 12 Dexterity check with thieves’ tools to open. When opened, the target must make a DC 14 Dexterity saving throw, or get covered in a pint of black ink that is magically scooped from the bowl and dumped on the target.

An aura of evocation can be detected on the drawer with detect magic or a successful DC 11 Intelligence (Arcana) check.

Dispel magic or a successful DC 14 Intelligence (Arcana) check dispels the evocation effect on the drawer permanently.

 

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

Static Magic Buildup


 

The air around this chest seems to sizzle a little bit.

Magical Trap

A failed attempt to magically trap the chest has resulted in a buildup of magical energy which is discharged when touched.

A creature which touches the chest must make a DC 11 Wisdom saving throw or for the next hour, any targets of magical attacks by that creature are granted advantage on any saving throws.

A generic magical aura can be detected on the chest with detect magic or a successful DC 11 Intelligence (Arcana) check.

Dispel magic or a successful DC 14 Intelligence (Arcana) check dispels the magical buildup on the chest, and can remove any residual effects on creatures.

 

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

Universe Map


 

A large star map is on the wall.

Magical Trap

The map imparts to the viewer a sense of scale and their place in the universe.

A creature that gets within 10′ of the map must make a DC 14 Wisdom saving throw or be drawn into looking at the map. For the next 4 rounds, the creature will do nothing but study the map. After the 4 rounds are over, another DC 14 Wisdom saving throw must be made. On a failure, the target recognizes their insignificance in the grand scheme of things; their ego takes a blow and they become fatigued, and also suffer disadvantage to any Wisdom, Intelligence or Charisma based checks or saving throws for the next hour.

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

Dispel magic or a successful DC 16 Intelligence (Arcana) check dispels the enchantment effect on the map. Creatures already affected remain fatigued, but the disadvantage is removed with dispel magic or a successful DC 16 Intelligence (Arcana) check.

 

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

Arcane Lockpicks


 

A metal door is at the end of the hallway.

Magical Trap

Any tools used to open this lock is enchanted

When a target successfully opens the lock on this door, they must make a DC 12 Wisdom saving throw or the tool used becomes enchanted. Going forward, when these tools are used to open a lock, the DC of the check to open the lock increases by 10.

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

Dispel magic or a successful DC 16 Intelligence (Arcana) check dispels the enchantment effect on the door. Once the picks have been enchanted, only a dispel magic or similar effect can remove the enchantment.

 

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

Blog at WordPress.com.