Posts Tagged With: magical

If You Stair Long Enough


A stairway leads downwards.

Magical Trap

 

An illusion is overlaid on the staircase making the stairs appear to be a little bigger than they are.

A DC 14 Intelligence (Investigation) check detects that the way the stairs have been constructed is physically impossible.

When traversing the stairs, the target must make a DC 12 Dexterity check, or misstep and fall, taking 2d6 bludgeoning damage. Whether or not the target falls, the illusion is dispelled.

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

A dispel magic removes the illusion. Any physical contact with a stair also removes the illusion.

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

Picture Book


A large coffee table book, full of pictures is in the libary of this estate.

Magical Trap

 

The book shows pictures of several locations, both above and underground of the sprawling estate. Turning a page to a new picture teleports the viewer to that location.

A DC 14 Intelligence (Arcana) check detects the presence of magic on the pages of the book.

When a page is turned, the view must make a DC 12 Wisdom saving throw or be teleported to the location on the picture.

A detect magic detecs an aura of conjuration on the book.

A dispel magic (DC 18) causes the book to become a normal picturebook.

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

A Year Older


A birthday cake, food and presents are all laid out on a long table.

Magical Trap

 

The birthday trappings are illusions that age the target.

A DC 10 Wisdom (Perception) check detects that the number of candles on the cake is equal to the perceptor’s age + 1. Each person potentially sees a different number of candles.

A DC 18 Wisdom (Perception) or DC 14 Intelligence (Arcana) detects that it is an illusion. Additionally, the Arcana check detects an aura of necromancy mixed in with the aura of illusion.

A target that gets within 10′ of the table must make a DC 16 Wisdom saving throw. On a failure, they gain 1 year of age and 1d4 levels of exhaustion. On a success, they gain a single level of exhaustion.

A detect magic detecs an aura of illusion and necromancy on the table.

A dispel magic (DC 18) causes the illusion to disappear, revealing an empty table. Nothing short of a wish will remove the aging effect. The exhaustion is removed normally.

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

Pit it Forward


The long corridor has a wooden floor.

Magical Trap

 

A fake trap door is installed in the center of the hallway, which causes magical pits to appear.

A DC 12 Wisdom (Perception) check detects a faint outline in the center of the floor. Upon examination, this appears to be a trap door.

When the trap door is opened, it reveals floor underneath. However, it also creates two 20′ deep, spiked pits on either side.

All targets within 10′ of the trap door must make a DC 14 Dexterity saving throw, or fall into the pit, taking 2d6 falling + 2d6 piercing damage.

The pits disappear in 1 round, discharging occupants into the same sqaure.

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

A dispel magic (DC 16) disables the trap door, and causes any existing pits to disappear.

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

The Floor is Lava


This large room is full of various pieces of furniture scattered about the room.

Magical Trap

 

The floor becomes super-heated when stepped on.

When a target steps on the floor, it begins to heat up. After 1 round, anyone who starts their turn or enters the floor on their turn takes 4d10 fire damage. 

The furniture can be used to avoid the heated floor. When using the furniture, the target’s movement is 1/4 speed, and it requires a successful DC 14 Dexterity (Acrobatics) check to jump from furniture to furniture piece. A failure results in falling on the floor.

A detect magic or similar spell detects an aura of transmutation on the floor.

A dispel magic (DC 18) prevents the floor from becoming heated permanently, and immediately cools an already heated floor.

If no targets are touching the floor at any time, the floor cools off in 1d4 rounds.

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

Bead Curtain


A small room, full of valuables, is blocked off by a bead curtain hanging from the top of the doorframe.

Magical Trap

 

Each bead is a small bead that explodes with force energy.

A DC 14 Intelligence (Arcana) check identifies the beads as a device that stores force energy.

When the curtain is moved aside, several of the beads knock against each other, causing them to explode, which, in turn, causes them all to explode.

All targets within 30′ take 10d6 force damage, with a DC 16 Dexterity saving throw halving this damage.

A detect magic or similar spell detects an aura of evocation on the beads.

A dispel magic destroys a single bead. There are 100 beads.

Only an effect that nullifies magic in an area, such as antimagic field can completely disable all the beads while active.

The beads can also be taken down. This requires a DC 16 Dexterity (Sleight of Hand) check per strand. There are 10 strands. Failure causes the beads to explode. Each strand deals 1d6 damage, so if any strands have been removed more than 30 feet away, they do not explode.

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

Force Stairway


A spiral staircase leads to the next floor, 100 feet up.

Magical Trap

 

The stairway is magical, made of force energy.

A DC 14 Intelligence (Arcana) check detects that the stairway is made of force energy, and likely not permanent.

Once a target steps foot on the stairway a 3 round timer starts. At the end of this timer, the stairway simply vanishes.

Those near the top landing may make a DC 16 Dexterity saving throw. On a success, they can make a Strength (Athletics) check at disadvantage to jump to the landing. The DC of this check is 2 x distance in feet.

Otherwise, the targets fall, taking the appropriate falling damage.

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

Only a disintegrate can destroy the stairs. However, a DC 18 Intelligence (Arcana) check can extend the duration by 10 rounds.

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

Darkness Candles


Flickering candles light the room.

Magical Trap

 

The candles plunge the room in to darkness.

A DC 12 Wisdom (Perception) check detects that the candles provide very little illumination outside of being able to see the flame.

A DC 14 Intelligence (Arcana) check detects that the light on the candles is magical.

When a target comes within 30′ of a candle, the entire room in plunged into magical darkness as per the spell.

Additionally, any non-magical light sources are extinguished, and any magical effects that provide sight or light that are 4th level or lower are ended. Innate abilities are suppressed as well for the duration.

The darkness lasts 10 minutes, and can’t be reset for an hour.

A detect magic or similar spell detects an aura of evocation on the candles.

A dispel magic destroys the effect on a single candle only. There are 6d6 candles in the room.

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

Soul Stairs


A set of marble stairs leads upwards to a balcony above the foyer.

Magical Trap

 

The stairs leach life from the target.

A DC 14 Intelligence (Arcana) check detects the faint presence of ghostly tendrils on the stairs that slowly move.

After a target moves on the stairs, they must make a DC 10 Constitution saving throw or have their HP max decreased by 10 for every 5 feet of movement. The hp max is restored after a long rest. If the max HP total reaches 0, the target dies and their soul becomes trapped in the stairs.

In order to free the soul, additional hp equal to the original maximum of the trapped soul must be “sacrificed” to the stairs. Until this happens, the soul is trapped, making the target unable to be resurrected.

A detect magic or similar spell detects an aura of necromancy.

The stairs may only be destroyed by freeing all of the souls. At present, there are 6d100 hp worth of souls stored. Should a target die, their hp total is added to this amount.

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

Distracting Presence


A “keep out” sign hangs from the door.

Magical Trap

 

The door is enchanted such that anyone that enters gets a presence that follows them, doing small things to distract them.

When a target walks through the doorway, they must make a DC 14 Wisdom saving throw. On a failure, for the next 24 hours, an invisible presence follows them around. This presence interferes in small ways with the target’s actions. This causes all skill checks to be made at disadvantage.

A detect magic or similar spell detects an aura of conjuration on the doorway.

dispel magic  disables the trap, or removes the presence from one target.

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

Blog at WordPress.com.