Posts Tagged With: magical

Snake Ladder


A ladder leads upwards.

Magical Trap

 

The ladder sides and rungs turn into snakes.

When a target gets halfway up the ladder, the rungs and sides turn into snakes.

All targets on the ladder must make a DC 14 Dexterity saving throw or fall, taking 2d6 falling damage. Those that save will be attacked by 1d4 snakes each round. Each snake makes a +2 melee attack for 1d4 damage. On a successful hit, the target must make a DC 12 Constitution saving throw or lose 1d2 points of CON.

The target may release at anytime as a free action and fall. Climbing down the snakes requires a DC 16 Strength (Athletics) check. Each round the target is on the snake ladder, they are subject to the snakes’ attacks.

A detect magic detects an aura of transmutation on the ladder. 

The ladder can be neutralized with a dispel magic.

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Springboard


A wooden balcony hangs from the top of the tower.

Magical Trap

 

The balcony has been enchanted for the boards to warp when a target nears the edge.

A DC 16 Intelligence (Investigation) check reveals evidence that the area near the edge has been stressed, as if it had been bent or something like that.

When a target gets within 5′ of the edge, the boards warp and spring back. The target must make a DC 16 Dexterity saving throw or be thrown from the balcony, taking 4d6 falling damage and is knocked prone.

A detect magic detects an aura of transmutation on the balcony. 

The balcony can be neutralized with a dispel magic.

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Stone Limbs


The door pull has a stone hand attached to it.

Magical Trap

 

The door pull has been cursed to turn the target’s hand to stone.

A DC 12 Wisdom (Medicine) check reveals that the stone hand has wounding consistent with being cut off.

If the target pulls on the hand or the pull to open the door, they must make a DC 14 Constitution save or have their hand become stone. The hand is attached to the door pull and cannot be removed.

Only a greater restoration spell can turn the hand back to flesh.

The hand can be removed by chopping it off. The target takes 2d6 slashing damage if the hand is removed.

A detect magic detects an aura of transmutation on the door. 

The door can be neutralized with a dispel magic (DC 14).

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The Ugly One in the Mirror


Something strange is stirring in the mirror up ahead.

Magical Trap

 

The mirror switches visages with the target, and the one in the mirror ain’t pretty.

When a target is within 30′ of the mirror, they must make a DC 14 Wisdom saving throw or be compelled to walk towards the mirror and look into it. When the target is within 5′ of the mirror, they get a second DC 16 Wisdom saving throw. On a failure, they switch faces with the ugly person in the mirror. This causes the target’s Charisma bonus to drop to -3 (although their score remains the same for the purposes of ability damage).

While walking towards the mirror, if another character tries to intervene, the target can make a second DC 14 Wisdom save to stop.

Once the faces have been swapped, the target can only be put back be a remove curse. When that spell is cast, the face inhabits the nearest mirror, and that mirror is now identical to the one that cursed them.

A detect magic detects an aura of transmutation on the mirror. A DC 20 Intelligence (Arcana) check reveals an arcane presence inhabiting the mirror.

The mirror can be neutralized with a dispel magic, however, as above, the face moves to the next nearest mirror. In order to keep the face from moving, the only way is to banish the mirror to another plane, as the face cannot jump across planes.

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Moon Door


As the moonlight shines in through the window, a door appears where there was none before.

Magical Trap

 

The door is a very well magically concealed secret door. At night, the moonlight exposes it, but also causes damage.

When there is no moonlight, the only way the secret door can be spotted is either with a detect magic, or a successful DC 20 Wisdom check.

When a target enters the space in front of the door, several runes appear. These runes are written in draconic and are various warnings about the door. At the same time, the target is engulfed in ghostly flames and takes 2d10 radiant damage, or half as much on a successful DC 12 Constitution saving throw.

While in the light, the door can be opened. Opening the door any other way requires a dispel magic. (DC 20).

A detect magic detects an aura of evocation on the door. A DC 20 Intelligence (Arcana) check reveals faint traces of runes on the wall, their residual magic flickering slightly.

The damaging moonlight can be removed with a dispel magic, however, that also removes the ability to easily open the door.

 

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Acid Trip


Several bubbles swirl about on the floor.

Magical Trap

 

These are the remains of a wizard’s experiments. Each bubble is filled with acid. They harmlessly bounce about, like balloons. However, the floor is uneven. Falling on a bubble breaks it.

A DC 14 Wisdom (Perception) check notes small changes in elevation in the layer of bubbles. These are the points where the floor is uneven.

Unless a target walks around the uneven parts, they have a 25% chance of stepping on one during each movement. If they step on one, they must make a DC 14 Dexterity saving throw or fall prone. When they fall, that target, and any target within 5′ takes 1d6 acid damage.

A detect magic detects an aura of conjuration on each bubble.

The trap can be neutralized with a dispel magic.  Each casting affects one bubble.

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Jail Closet


Several valuables are stored on shelves in this closet.

Magical Trap

 

If anything is removed from the shelves, an invisible cage surrounds the closet.

The door to the closet is locked, requiring a DC 14 Dexterity check with thieves’ tools to open.

If a target removes any object from the shelf, the closet becomes surrounded by bars made of force 1/2″ wide and 1/2″ apart. The bars last for 1 hour. 

A target may only leave by magical means. Creatures using teleportation or extraplanar travel must first make a DC 17 Charisma saving throw or the spell fails and is exhausted.

A detect magic detects an aura of evocation in the closet.

The trap can be neutralized with a  dispel magic. (DC 17) However, once it is sprung, the bars cannot be dispelled.

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Personal Journal


A locked diary is in the drawer.

Magical Trap

 

The diary has an extra-planar guardian that causes the reader to go insane.

A warning has been written on the diary in draconic, “Read my thoughts; lose yours”.

The diary can be opened without the key with a successful DC 14 Dexterity check with thieves’ tools. Forcing it open destroys the diary. However, if opened without the key, the target must make a DC 15 Intelligence saving throw or take 6d6 psychic damage and go insane.

While insane, the target may not take actions, can’t understand speech, can’t read and speaks in gibberish. A greater restoration spell or long rest ends the insanity.

A detect magic or DC 19 Intelligence (Arcana) check detects an aura of divination on the book.

The effect on the book can be neutralized with a  dispel magic. (DC 15)

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It’s Not Easy Being Green


A small glass display case houses a few valuables.

Magical Trap

 

The case is enchanted to turn would-be thieves green.

When a target opens the case, they must make a DC 12 Wisdom saving throw. On a failure, their skin turns green. If they aren’t already green, this causes disadvantage on any Charisma based rolls.

The green wears off in 24 hours.

A detect magic or DC 14 Intelligence (Arcana) check detects an aura of enchantment on the door case.

The effect, either on the case or target can be neutralized with a dispel magic.

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Handshake Door Pull


The door has a bronze hand for a handle.

Magical Trap

 

When the handle is grasped, it closes around the hand of the target. The target must make a DC 12 Dexterity saving throw, or become restrained. Each round after, the grip tightens, causing cumulative +1d6 bludgeoning damage until the damage reaches 5d6, where it goes back down to zero damage 5 rounds later. It does not release the target, though.

Escaping the hand requires a DC 12 (+ #d6 damage) Strength check. So for example, on the 4th round, when it does 4d6 damage, the DC is 16.

A detect magic or DC 18 Intelligence (Arcana) check detects an aura of evocation on the door handle.

The hand can be neutralized with a dispel magic.(DC 16)

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