Posts Tagged With: magical

Envy


The back room of the store contains many valuables.

Magical Trap

 

The contents are protected by a unique curse.

When a target takes one or more valuables, they must make a DC 16 Wisdom saving throw. On a failure, they are cursed. Whenever that target is in the presence of an object within sight but not held by anyone worth more than 100gp x character level, they must immediately make another DC 16 Wisdom saving throw. On a failure, they will attempt to steal the object.

A detect magic detects an aura of necromancy in the room.

A dispel magic (DC 16) permanently disables the trap but does not remove any ongoing effects. Ongoing effects can only be removed via remove curse.

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Safe Dropper


A large, standalone safe is in the back of the room.

Magical Trap

 

The safe teleports above the target and drops on them.

A DC 14 Intelligence (Investigation) check detects from the marks on the ground that the safe has been moved a few times, and in other places, there are dents on the floor as if something heavy was dropped there.

The safe requires a DC 16 Dexterity check with thieves’ tools to open. However, when opened, the safe immediately teleports above the target and drops. The target must make a DC 14 Dexterity saving throw, or take 8d6 bludgeoning damage.

A detect magic detects an aura of conjuration on the safe.

A dispel magic (DC 15) permanently disables the trap.

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Infinity Hall


Up ahead is a long, gently curving hallway.

Magical Trap

 

The hallway has an illusion that causes the target to not see the ends and move in such a way that they never leave.

A DC 17 Intelligence (Arcana) check detects the presence of an illusion.

When a target goes 30 feet down the corridor, the curvature is such that the entrance disappears. After this, the targets are in the illusion. The illusion is such that it guides the targets to walk in circles, thinking they are traversing an endless corridor.

A detect magic detects an aura of illusion in the hallway.

A dispel magic (DC 17) dispels the illusion. The corridor appears as it is, a 100-ft long curved corridor with a door on either end.

A true seeing or similar spell penetrates the illusion as well.

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Arcing Hallway


This stone hallway ends in a large statue.

Magical Trap

 

The statue is the image of a thunder god and holds lightning bolts in his hands. 

A DC 14 Intelligence (Religion) check reveals lightning is part of the holy ritual to the god, and those that revere the god can be struck by lightning without harm.

When a target gets within 5′ of the image, lightning fills the hallway starting 30′ away from the statue. This lasts for one hour. Those that move through the lightning take 6d6 electricity damage per 30′ of movement. A DC 16 Dexterity (Acrobatics) check halves this damage.

If a prayer is offered to the god targets gain advantage on one attack roll of their choice in the next 24 hours. A successful prayer requires a DC 16 Intelligence (Religion) check.

A detect magic detects an aura of evocation on the statue.

A dispel magic has no effect. Only a hallow spell will dispel the effect for one hour. 

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The Cake is a Lie


The kitchen is filled with various pastries, pies and cakes.

Magical Trap

 

The wizard who originally owned this kitchen was tired of getting his pastries stolen, and having the culprits lie about it.

If any pastries are eaten, the target must make a DC 12 Wisdom saving throw. On a failure, the target is unable to tell the truth for one hour about anything.

A detect magic detects an aura of necromancy in the kitchen.

A dispel magic (DC 16) dispels the trap for 1 hour. 

A target already affected must have a remove curse cast to remove the effect early.

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Cylindrical Tower


A solitary stone keep sits at the edge of the moor.

Magical Trap

 

The tower is hollow except for the top floor. Stairs wind up the side of the tower to the top floor which is 60 feet above the ground.

The stairs are made of metal. A DC 14 Intelligence (Investigation) check reveals that the metal is slightly warped, probably due to heat exposure.

When a target gets within 20′ of the top of the stairs, it triggers a blast of flame. All targets in the tower take 8d6 fire damage, with a DC 16 Dexterity check at disadvantage halving this damage.

A detect magic detects an aura of evocation on the stairs.

A dispel magic (DC 16) dispels the fire effect.

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Ultra-Sonic Hallway


The hallway connecting the two areas is cylindrical.

Magical Trap

 

An ultra-sonic blast travels down the hallway every 3 rounds. 

When a target enters the hallway roll a d3 to see which round the trap is on. On a 3, the trap sets off. Otherwise, they are at round 1 or 2.

When the trap is set off, all targets in the hallway take 6d6 sonic damage, with a DC 14 Constitution save halving this damage.

A detect magic detects an aura of evocation on the hallway.

A dispel magic dispels the sonic effect.

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Dark Stairs


Stairs lead down into the darkness

Magical Trap

 

The stairs are magically dark. Once in the darkness, the target keeps getting teleported back up the stairs every few steps.

A DC 12 Intelligence (Arcana) check reveals that the darkness on the stairs is magical darkness, as per the spell.

Once a creature descends 50 feet into the darkness, they are teleported back 5 stairs. After this, every 5 stairs traversed downwards causes this. A DC 15 Intelligence (Arcana) check detects this teleportation when it happens.

A detect magic detects auras of evocation and conjuration on the stairs.

A dispel magic first dispels the darkness. It requires a second casting to dispel the teleport effect. Of course, once the darkness is dispelled, the teleportation becomes obvious.

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Dark Stairs


Stairs lead down into the darkness

Magical Trap

 

The stairs are magically dark. Once in the darkness, the target keeps getting teleported back up the stairs every few steps.

A DC 12 Intelligence (Arcana) check reveals that the darkness on the stairs is magical darkness, as per the spell.

Once a creature descends 50 feet into the darkness, they are teleported back 5 stairs. After this, every 5 stairs traversed downwards causes this. A DC 15 Intelligence (Arcana) check detects this teleportation when it happens.

A detect magic detects auras of evocation and conjuration on the stairs.

A dispel magic first dispels the darkness. It requires a second casting to dispel the teleport effect. Of course, once the darkness is dispelled, the teleportation becomes obvious.

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Mirrored Trap


These 20 foot tall iron doors have a very complex locking mechanism.

Magical Trap

 

The lock is trapped with small vials of a substance. However, the mechanisms are hidden by an illusion that makes it appear wrong, so correctly disarming the trap sets it off.

A DC 14 Intelligence (Investigation) check reveals that the tumblers are cleverly intertwined with small glass vials full of clear liquid.

A DC 16 Intelligence (Investigation) check reveals that the vials and tumblers are an illusion, placed over the real vials and tumblers.

The lock requires a DC 16 Dexterity check with thieves’ tools to open. However, if the illusion has not been penetrated, the check will automatically fail. On a failure, a green gas billows forth. All targets in a 30′ cone must make a DC 16 Constitution saving throw. On a failure, the target takes 3d6 Constitution damage and falls unconscious. An unconscious target cannot be woken up until at least 1 point of Constitution damage is healed. On a success, the target takes 1d4 points of Constutution damage and falls unconscious for 1 hour, but they can be woken up with an action.

If the illusion is penetrated, the trap can be disarmed with a successful DC 16 Dexterity check with thieves’ tools. If the illusion has not been penetrated, the disarm attempt will automatically fail. On a failure, the trap is activated.

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