Posts Tagged With: magical

The Window That Isn’t


An archway leads to a peaceful garden.

Magical Trap

 

The archway and garden are illusions that cover up a severely damaged wall.

When the target is within 5 feet of the archway, they may make a DC 15 Wisdom (Perception) check. On a success, they notice that the garden seems very still, as if it were a picture instead of a garden.

A target that walks through the archway causes the illusion to disperse. In it’s place is a destroyed wood wall that has jagged beams and rusty nails sticking out in all directions. The target must make a DC 14 Dexterity saving throw. On a failure, they take 3d6 piercing and slashing damage, and must make a DC 14 Constitution saving throw or become poisoned for 1 hour.

A detect magic detecs an aura of illusion on the archway. 

A dispel magic (DC 15) terminates the illusion.

The illusion can also be dispelled by with a successful DC 15 Intelligence (Investigation) check.

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

The Guy Behind You


An ornate bone door blocks the path.

Magical Trap

 

The door shoots magic missiles at the folks not opening it.

The door requires a DC 14 Dexterity check with thieves’ tools to open. It’s not locked but has a complex opening mechanism.

When the door is opened, all targets within 30′, with the exception of the person opening the door get hit by 4 magic missiles each, taking 4d4+4 force damage.

A detect magic detecs an aura of evocation on the door. 

A dispel magic disables the trap.

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

Faerie Fired


The shelves are filled to brimming with magic items of all sorts.

Magical Trap

 

The items are all enchanted to light up those that remove them without paying.

When a target removes an item from the store without paying for it, once they cross the threshold of the door, they must make a DC 11 Dexterity saving throw. On a failure, they become outlined in a green light for 1 hour. This light emits a dim light in a 10 foot radius.

A detect magic detecs an aura of evocation on the door. 

A dispel magic disables the door from lighting targets up. Also, any lit targets within range have the light removed. 

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

Stone-to-Mud-and-Back


A clean stone floor is here.

Magical Trap

 

The floor quickly changes to mud and back to stone.

A DC 16 Intelligence (Arcana) check detects that the floor has been recently altered by magic.

The entire floor is affected when the opposite door is opened. When this happens, all targets on the floor must make a DC 16 Dexterity saving throw. On a failure, they sink into 1 foot into the mud, and then the floor turns to stone again. These targets are restrained. In order to be freed, a transmutation spell needs to be enacted on the floor to free from the stone. Or, the stone can be chipped away. This requires stone-working tools and 1 hour per target trapped.

A detect magic detecs an aura of transmutation on the floor. 

A dispel magic (DC 16) disables the trap, but anyone trapped in the stone remains trapped. 

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

Invisible Bridge


A sign is planted in the ground. It says “Invisible Bridge Ahead”

Magical Trap

 

The bridge is indeed invisible and spans a deep chasm. Unfortunately, it has a few potholes in it.

When a target approaches within 5′ of a pothole, if they make a DC 12 Wisdom (Perception) check, they feel wind coming from below.

Potholes can also be found by poking ahead with a stick, throwing sand on the ground, etc. Any of these methods can detect the potholes.

Targets unaware of the potholes must make a DC 14 Dexterity saving throw as they cross the bridge. On a failure, they fall through the hole into the chasm, taking 10d6 falling damage.

A detect magic detecs an aura of illusion crossing the chasm. 

A dispel magic (DC 16) turns the bridge visible. 

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

Finger Pointing


A statue stands next to a desk, pointing at the spot where the chair would be.

Magical Trap

 

The desk has valuables in the locked drawer. The statue curses those who open it.

The drawer requires a DC 12 Dexterity check with thieves’ tools to open.

If the drawer is opened without using the special key, the target must make a DC 16 Wisdom saving throw. On a failure, they are cursed. Whenever someone or something is using a Charisma-based skill against the target, they do so at advantage.

A detect magic detecs an aura of necromancy on the statue.

A dispel magic (DC 16) neutralizes the statue, but does not remove any existing curses. Only a remove curse or similar can do that.

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

Corroding Chest


A wooden chest is here.

Magical Trap

 

The lock has a small rune on the inside of it.

The lock requires a DC 14 Dexterity check with thieves’ tools to open.

A DC 14 Wisdom (Perception) check detects the small rune inside the lock. If the lock is opened, the rune activates. The target must make a DC 14 Wisdom saving throw. On a failure they are enchanted for 24 hours. Any gold, silver or platimum they touch in that time turns into copper.

A detect magic detecs an aura of transmutation on the lock (rune).

A dispel magic destroys the rune. However, in the process of being destroyed, any target within 10′ of the rune must make a DC 14 Constitution saving throw. On a failure, all gold, silver or platinum carried by the target turns to copper.

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

Invisible Blades


A door has an iron door pull.

Magical Trap

 

The door pull is an illusion and is actually a circular blade.

When a target gets close enough to open the door, they may make a DC 14 Intelligence (Investigation) check to determine that it’s an illusion.

When a target opens the door, they must make a DC 14 Dexterity saving throw. On a failure, they take 2d6 slashing damage, and have disadvantage on all Dexterity based rolls until the slashing damage from the blade is healed.

A detect magic detecs an aura of illusion on the door pull.

A dispel magic removes the illusion.

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

Melts in Your Hands


A chest is here.

Magical Trap

 

The chest is locked and filled with gold coins. When the coins are removed, they immediately melt.

The lock requires a DC 16 Dexterity check with thieves’ tools to open.

The coins, when removed, melt right away. The target holding the coins takes 4d6 fire damage and gains disadvantage on all Dexterity-based rolls until the fire damage is healed. A DC 14 Dexterity saving throw halves the damage, and prevents the disadvantage.

The coins remain in a melted state for 1 hour. 

A detect magic detecs an aura of transmutation on the chest.

A dispel magic cast on the chest prevents the coins from melting and removes any effects on existing coins. However, already melted coins become a single chunk of gold that can be handled after 15 minutes.

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

The Melting Portrait


Hidden down in the cellars, a dusty, covered painting has been placed behind several stacks of old furniture. 

Magical Trap

 

The portrait was comissioned by a wealthy noble who was left to die in a fire by his family. He was burned badly. Those that look at his burned face, begin to burn themselves. It was his act of revenge. The family was able to remove it and place it here, hidden away.

When a target looks at the portrait, they must make a DC 14 Charisma saving throw. On a failure they take 1d4 Charisma damage and 1d6 fire damage each round.

At the end of each turn, the target may make another Wisdom saving throw to stop looking. On a failure, they keep looking at it.

As the target burns, the face in the portrait heals. It looks fully healed if the target’s Charisma reaches 0, or the target dies from the fire. This disables the portrait’s effect for 24 hours, as the face slowly returns to its burned form.  Should this occur, there is a 5% chance that the spirit of the person in the portrait returns as a ghost. If the ghost appears. the portrait is destroyed forever, as per the dispel magic effect below. 

A detect magic detecs an aura of necromancy on the portrait.

A dispel magic (DC 19) destroys the portrait, but when it does so, it releases a wave of energy. All targets within 30′ take 3d6 fire damage, with a DC 14 Dexterity saving throw halving this damage, and also take 1d4 Charisma damage, unless they succeed on a DC 14 Charisma saving throw.

All Charisma damage is permanent, and must be restored with a greater restoration or similar spell or effect.

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

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