Posts Tagged With: magical

You Break It, You Buy It


 

An abandoned keep has a sign out front that reads, “Careful, objects inside are easily broken”.

Magical Trap

Damage to objects inside the keep also damage the target.

A target that enters that keep must make a DC 13 Wisdom saving throw. On a failure, for the next hour, any damage done to the keep or to an object within the keep also damages the target. The target takes half the damage.

An aura of abjuration can be detected on the keep with  detect magic or a successful DC 14 Intelligence (Arcana) check.

Dispel magic or a successful DC 16 Intelligence (Arcana) check dispels the abjuration effect, and also ends any ongoing effects on a target; the damage taken, however, remains.

 

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

Arcane Tome


 

A large, leather-bound tome sits open on the desk.

Magical Trap

The tome confuses any who read it.

The script on the pages depicts complicated formulas and equations. A target that reads it must make a DC 14 Wisdom saving throw or become confused for 1 minute.

An aura of enchantment on the book can be detected with detect magic or a successful DC 16 Intelligence (Arcana) check.

Dispel magic or a successful DC 16 Intelligence (Arcana) check dispels the enchantment. Once the enchantment is dispelled, the book is worth 100gp to the right collector.

 

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Illusionary Rung


 

A set of iron rungs are set into the wall, forming a ladder.

Magical Trap

One of the rungs is an illusion and does not exist.

A DC 16 Intelligence (Investigation) check reveals that the light reflects slightly differently off of one rung than the others.

If the rung is traversed, the target must make a DC 14 Dexterity saving throw or fall, taking 2d6 falling damage.

If the rung is inspected, then the climb check that has the run in it’s movement is at disadvantage.

An aura of illusion on the rung can be detected with detect magic or a successful DC 14 Intelligence (Arcana) check.

Dispel magic or a successful DC 14 Intelligence (Arcana) check dispels the illusion. This causes the rung to disappear. The disadvantage on the climb check still applies.

 

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Crypt Entrance


 

An iron rung is set into the door to this crypt.

Magical Trap

The iron is unnaturally cold and deals cold damage on contact.

A DC 12 Wisdom (Perception) check lets the target notice that the iron rung is unnaturally cold.

When the rung is touched, the target suffers a +4 touch spell attack for 1d8 necrotic damage and can’t regain hit points for 1 round.

An aura of necromancy on the rung can be detected with detect magic or a successful DC 14 Intelligence (Arcana) check.

Dispel magic or a successful DC 14 Intelligence (Arcana) check dispels the necromancy effect on the rung.

 

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Liquid Mirror


 

The table top has a mirrored surface.

Magical Trap

The mirror on the surface can be reached into, as it is liquid, but it turns solid again.

A DC 12 Wisdom (Perception) check notices small ripples in the mirrored surface. It can be reached through, but if that happens, the target or target object is attacked with a +12 melee attack for 6d6 slashing damage as the mirror becomes solid, slashing the hand, then it breaks. All targets within 30 feet take 6d6 slashing damage, with a DC 16 Dexterity saving throw halving the damage.

An aura of transmutation on the mirror can be detected with detect magic or a successful DC 16 Intelligence (Arcana) check.

Dispel magic or a successful DC 16 Intelligence (Arcana) check causes the liquid to become a solid mirror.

 

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Invisible Floor


 

A five foot drop leads to a wooden floor below.

Magical Trap

The wooden floor is an illusion covering a 15 foot spiked pit.

When the floor is stepped on from the same level, the target must make a DC 14 Dexterity save or it falls in the pit. If the creature jumps down, there is no saving throw. Creatures that fall into the pit take 1d6 falling plus 1d6+1 piercing damage. Increase the falling damage by 1d6 if the creature jumps down from the wall.

An aura of illusion on the floor can be detected with detect magic or a successful DC 14 Intelligence (Arcana) check.

Dispel magic or a successful DC 16 Intelligence (Arcana) check causes the illusion to disappear.

 

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Invisible Bucket


 

A thick wooden door leads to the next room.

Magical Trap

An invisible bucket of acid sits above the door.

When the door is opened, the bucket of acid falls down. The target takes 2d8 acid damage, or half of that on a successful DC 14 Dexterity saving throw. All creatures within 5 feet take 1d4 splash damage, with a successful DC 12 Dexterity saving throw halving this damage.

An aura of illusion above the door can be detected with detect magic or a successful DC 14 Intelligence (Arcana) check.

Dispel magic or a successful DC 16 Intelligence (Arcana) check causes the bucket to become visible. Of course, it’s on the other side, but when the bucket is visible a successful save avoids damage.

 

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Phonograph


 

A phonograph sits on a table, the record is spinning, but the needle is raised.

Magical Trap

The record is a special scroll filled with sonic spells. When the needle falls, it casts one of the spells through the horn.

The needle is very precariously balanced. Any creature that moves within 10 feet of it causes the needle to fall, unless they specifically take actions to move softly. If they do, this requires an DC 14 Dexterity (Acrobatics) check.

When the needle falls, it plays harpsichord music and casts one of the following spells into the room.

Channeled Sound Blast – cast as a full round action with a DC of 17

Deafening Sound Blast – with a DC of 14

Creaking Cacophony – with a DC of 13

Haunting Tune – with a DC of 13

A general aura of magic on the phonograph can be detected with detect magic or a successful DC 12 Intelligence (Arcana) check.

Dispel magic or a successful DC 16 Intelligence (Arcana) check permanently disables the spell casting abilities of the phonograph.

The record can be taken and used as a scroll with any remaining spells.

 

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Projection Mirror


 

An ornate mirror is at the end of the hall.

Magical Trap

The mirror projects an image of the target into an adjacent room.

When a target gets within 30′ of the mirror, it must make a DC 14 Wisdom save. On a failure, an image of the target is projected into the adjacent room whichever way the target is facing. When the target moves or rotates, the image moves accordingly, mirroring the targets actions. When the target moves from one room to another, there is a brief instant where the mirrored image can be seen. A successful DC 14 Wisdom (Insight) check will identify this as a mirror image, otherwise, the image will be mistaken for an actual, unidentified person. This effect lasts for one hour.

An aura of illusion can be detected on the mirror with detect magic or a successful DC 14 Intelligence (Arcana) check.

Dispel magic or a successful DC 16 Intelligence (Arcana) check permanently disables the mirror’s illusion effect.

 

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ADT


 

The back of the building has a door to the basement.

Magical Trap

When the door opens, a bell in the main office goes off.

An aura of abjuration can be detected on the door with detect magic or a successful DC 11 Intelligence (Arcana) check.

Dispel magic or a successful DC 12 Intelligence (Arcana) check permanently disables the alarm.

 

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