Posts Tagged With: magical

Ice Room


The room slopes on all sides towards a depression in the middle that has about 1 foot of water in it. The rest of the floor is wet.

Magical Trap

 

The water turns to ice, causing the area to become very slippery.

When a target crosses halfway across the room, the pool of water turns to icy slush, and the wet floor becomes slick with ice. Targets in the room must make a DC 14 Dexterity saving throw or fall prone, sliding into the icy water.

It requires a DC 14 Dexterity (Acrobatics) check to move anywhere in the room, including from out of the water. If a move action is more than 1/4 speed, this check is at disadvantage. Failure causes the target to fall and slide in the water, or simply not move if already prone.

A target that starts its turn in the water prone takes 1d4 cold damage. Targets that end their movement, or spend any movement prone in the water take an additional 1d4 cold damage.

The ice lasts for 10 minutes.

A detect magic detects an aura of evocation on the pool of water.

A dispel magic disables the trap, and actually dries out the floor and the pool.

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

Water to Acid


A curtain of water pours over the entrance to the cave.

Magical Trap

 

The water is normal when entering, but turns to acid when leaving.

A DC 14 Wisdom (Perception) check detects pitting in the rocks near the outside of the entrance.

When a target crosses the water exiting the cave, it becomes acid. The target takes 6d4 acid damage and an additional 1d4 acid damage each round for 1d4 rounds. On a successful DC 14 Dexterity saving throw, the damage is halved and there is no ongoing damage.

A detect magic detects an aura of evocation on the inside of the cave entrance.

A dispel magic disables the trap and prevents the water from turning to acid. A successful DC 18 Intelligence (Arcana) check also does the same.

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Jeweled Sword


An ornate sword hangs on the wall.

Magical Trap

 

The sword is purely ornamental and expensive, but is protected by a magical blade barrier.

When the blade is removed from the wall, a 5 foot thick wall of blades appears behind the target that lasts for 1 hour or until the sword is replaced. Anyone entering the wall takes 6d10 slashing damage, with a DC 16 Dexterity saving throw halving the damage.

A detect magic detects an aura of evocation on the sword. Once the sword is removed, the aura goes away until it is put back. 

A dispel magic (DC 16) disables the trap and also gets rid of the wall should it exist. 

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Ray Sconces


One dozen sconces line the walls, lighting the room.

Magical Trap

 

The sconces fire rays of fire when targets leave the room.

When a target leaves the room, each lit sconce fires a ray at the target. Each ray is a +4  ranged attack for 4d6 fire damage.

A detect magic detects an aura of evocation on each sconce. 

A dispel magic disables a single sconce, extinguishing it.

The flame can also be physically put out without magic. Doing so keeps it unlit for 10 minutes. Unlit sconces do not fire rays.

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Force Spikes


The corridor makes a 90 degree turn to the right.

Magical Trap

 

The corner is trapped by a good old fashioned spring loaded spike trap, it’s just that the spikes are invisible force spikes.

A DC 14 Wisdom (Perception) check detects what appears to be an unusual tile in the floor. On closer inspection, this appears to be a pressure plate.

A DC 16 Wisdom (Perception) check reveals 2 sturdy springs embedded on the corner of the intersection in the wall.

When the pressure plate is stepped on, a spiked wall of force appears attached to the springs, which propel them towards the target. This acts as a +12 melee attack for 4d6 piercing damage. Once activated, the wall stays and blocks the path for 10 minutes.

The pressure plate can avoided with a DC 12 Strength (Athletics) check by jumping over it. It can also be disabled via a DC 14 Dexterity check with thieves’ tools.

The springs can be removed with a DC 16 Strength check. They come out as a pair. The wall will still appear on the springs and quickly move through a 90 degree arc if the pressure plate is stepped on. The springs must be more than 100 feet away from the plate to render them inert.

A detect magic detects an aura of evocation on the pressure plate. 

A dispel magic renders the pressure plate and springs inert.

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Gold Coins


The ceramic chest is full of gold coins.

Magical Trap

 

The chest is full of gold. It’s just melted and protected by an illusion that makes it appear as coins.

A DC 14 Intelligence (Arcana) check detects slight visual anomalies about the coins, such as they seem to shimmer slightly.

If a target takes the coins, they take 4d6 fire damage, with a DC 14 Dexterity saving throw halving the damage. Also, on a failure, the chest breaks, dispelling the illusion as molten gold flows about the area. All targets within 10′ must make a DC 12 Dexterity saving throw or take 3d6 fire damage.

A detect magic detects an aura of illusion on the coins. 

A dispel magic dispels the illusion and shows a ceramic chest full of molten gold. This also causes the heat to be felt from nearby as well.

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Kettlebells


A set of golden kettlebells sits on the floor.

Magical Trap

 

The kettlebells drain strength.

There are two kettlebells, each labelled “44 lb”.

A DC 14 Intelligence (Arcana) check detects that the gold is just an illusion, and they are made of ordinary iron.

A DC 12 Intelligence (Investigation) check reveals that the kettlebells, if made of gold, are far too large to only way 44 lbs.

If a kettlebell is picked up, it does, indeed weigh 44 lbs. The target must make a DC 14 Constitution saving throw or take 1d6 strength damage. As long as the target is in possession of the kettlebell, they must make a new save each round. The damage can only be removed by a greater restoration spell or by achieving a level of experience.

A detect magic detects an aura of illusion on each kettlebell. 

A dispel magic dispels the gold illusion on a single kettlebell. A 2nd spell must be cast to destroy the strength draining effect.

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Broken Heart


A table ahead has flowers and chocolates on it.

Magical Trap

 

Further down from the table is a portrait of a woman that has a small table under it. The chocolate and flowers need to be placed there.

A DC 12 Intelligence (Arcana) check detects that the flowers and chocolate are magical in nature.

If the portrait is passed without placing the chocolates and flowers, all targets within 30′ of the portrait must make a DC 14 Charisma saving throw. On a failure, the targets feel a sharp pain in their chest and takes 2d6 Charisma damage. This damage can only be restored by a greater restoration. On a success, the target takes 1d4 Charisma damage. This damage is restored after a long rest.

A detect magic detects an aura of necromancy on the portrait and an aura of abjuration on the flowers and chocolate. 

A dispel magic destroys the chocolates and flowers. However, it requires a DC 16 check to destroy the portrait trap.

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A Head Shorter


A chute descends downwards at a 45 degree angle.

Magical Trap

 

Halfway down the chute is a razor thin wall of force mounted across the slide.

When a target goes down the chute, they can spot the wall with a DC 20 Wisdom (Perception) check. If they fail, when the target hits the wall, they take 6d6 slashing damage unless they succeed on a DC 16 Dexterity saving throw.

If a target slides down lying down, they will pass harmlessly underneath it.

A detect magic detects an aura of evocation halfway down the chute.

A dispel magic does not affect the wall, only a disintegrate spell will destroy it.

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A Head Taller


An axe swings high above in the doorframe, easily walked under.

Magical Trap

 

When a target walks through the doorframe, they are enlarged and get hit by the axe.

A DC 14 Wisdom (Perception) check detects dried blood on the edge of the axe blade.

When a target passes through the doorway, they must make a DC 12 Constitution saving throw or become momentarily enlarged as they pass through the doorway. This allows the axe to attack them with a +8 melee attack for 4d8 slashing damage. Once attacked, they return to normal size.

All targets that pass through the door are affected

A detect magic detects an aura of transmutation on the archway and an aura of enchantment on the axe. 

A dispel magic dispels the entire trap, as the axe also disappears. 

The axe cannot be removed, but a DC 18 Intelligence (Arcana) check destroys it. If it is destroyed, targets still get larger, they just do not get attacked.

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