Posts Tagged With: magical

The No-Touch Feast


A huge dining room is serving up a magnificent feast.

Magical Trap

 

The feast poisons consumables the party may have.

A very long table that seats 32 is covered in every exotic food imaginable. The servingware, trays, plates, etc are all silver and gold and many are trimmed in expensive jewels.

If anything on the table is removed and not returned within 1 round, all targets in the room have every consumable on them poisoned – food, potion, etc.

The items poisoned still have their normal effect. However, they also cause the target to become poisoined for 1 day after using them. The items are permanently poisoned, and only a greater restoration can remove the effect.

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

dispel magic (DC 16) dispels the trap but will not remove any existing effects.

 

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

Summoned Portcullis


An open archway leads into the courtyard.

Magical Trap

 

If the archway is passed through without deactivating the trap, a portcullis magically appears.

A DC 8 Wisdom (Perception) check detects large indentations in a line across the center of the arch floor.

A DC 12 Intelligence (Investigation) check reveals that they are angled at the bottom, as to accomodate sharpened posts.

When the centerline of the archway is passed through, a close portcullis appears. All targets on the centerline must make a DC 14 Dexterity saving throw or get impaled by the portcullis. Those that are impaled take 8d6 piercing damage and are restrained by the portcullis. 

Freeing oneself from the portcullis requires destoying or cutting a beam. The beam is AC 10 with 15 hp. If a saw is available, it can be cut through in 20-STR rounds.

Unless magical healing is applied, the restrained target bleeds out for 1d6 damage per round until freed.

A lever on the far side of the portcullis can be pulled to deactivate the trap.

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

dispel magic (DC 15) dispels the trap if it has not been set off, or dispels the portcullis if it has.

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

Force Door


A wooden door blocks the way.

Magical Trap

 

A force wall activates if the door is opened.

The door is locked and requires a DC 14 Dexterity check with thieves’ tools to unlock.

When the door is opened, a 10×10 cube of force walls appears centered on the door. These act in all ways like a wall of force. Targets at the edge may make a DC 14 Dexterity saving throw. On a failure, they are stuck inside the walls. On a success, they may choose which side of the wall to be moved to. The cube lasts for 10 minutes.

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

dispel magic (DC 15) dispels the trap if it has not been set off, but has no effect on the cube.

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

Cold Door


A metal door blocks the way.

Magical Trap

 

The door supercools when opened.

The door requires a DC 14 Dexterity check with thieves’ tools to unlock.

When the door is opened, it immediately becomes cold. All targets within 5 feet take 2d6 cold damage, with a DC 12 Constitution saving throw halving this damage. This effect lasts for 1 hour, so effectively, anyone going through the door takes cold damage.

If the door is touched with bare flesh, the flesh sticks to the door. This deals an additional 1d6 cold damage and becomes restrained. In order to free the target, a DC 12 Strength check is required to rip the flash away from the door, which causes 2d6 bludgeoning damage. Also, if 1d6 fire damage is applied, the target can be freed as well.

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

dispel magic dispels the cold effect. It takes 2d6 rounds for the cold effect to wear off after that.

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

Hot Floor


The floor is made from smooth black rock.

Magical Trap

 

The floor heats up as it is walked on.

When a target walks on the floor, it begins to heat up. 

For the first 1d4 rounds, the floor is uncomfortably hot, but does not damage. It does, however, confer disadvantage on all Dexterity based checks, saves and rolls.

After 1d4 rounds, the floor deals 1d6 fire damage to anyone standing on it at the beginning of their turn.

Once the floor is vacated, it stops dealing damage in 1d4 rounds, and stops being hot in another 1d4 rounds.

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

dispel magic dispels the heat effect. However, if already heated, the floor still takes the normal amount of time to cool down.

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

Flypaper Wall


The wall is made of irregular rock.

Magical Trap

 

The wall is easily climbed. However, it becomes very sticky when done so.

The wall can be climbed with a DC 5 Strength check. However, when a target climbs 10 feet, the wall becomes covered in a very sticky substance. When this happens, the target may leap free with a successful DC 12 Dexterity saving throw.

On a failure, or if the target chooses not to jump, they adhere to the wall. The target can pull themselves away with a DC 16 Strength check.

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

dispel magic dispels the trap, either before it’s activated, or, after activation, by causing the stickiness to go away.

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

Cold-Eye


A small peephole looks into the next room.

Magical Trap

 

The peephole is magically protected and must be disarmed with a password.

A DC 12 Wisdom (Perception) check detects a small rune near the peephole.

When the peephole is used, unless the trigger word is spoken, the target must make a DC 14 Dexterity saving throw. On a failure, they are hit in the eyes for 2d6 cold damage and are blinded for 1d4 hours. A successful DC 14 Constitution saving throw reduces the blindness to 1 round.

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

dispel magic dispels the trap. A DC 14 Intelligence (Arcana) check destroys the rune, which also dispels the trap.

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

Brain Pick


The small jewelled box is delicate, with an intricate lock.

Magical Trap

 

The lock causes the picks to damage the target’s brain.

The lock requires a DC 16 Dexterity check with thieves’ tools to open. On a success, the trap is triggered.

When the lock is opened, the target feels a sharp, piercing pain in their head. The target takes 4d6 psychic damage and must make a DC 14 Intelligence saving throw. On a failure, the target loses 1d6 Intelligence. This is permanent ability damage.

A detect magic or similar spell detects an aura of enchantment on the lock.

dispel magic (DC 16) dispels the effect from the lock.

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

Dispelling Lock


The desk has a single drawer, which is locked.

Magical Trap

 

The lock dispels magic effects when it is opened.

The lock requires a DC 14 Dexterity check with thieves’ tools to open. When it is opened, any ongoing magic effects on the target are dispelled as if a dispel magic were cast. Any spell effect of level 5 or greater is unaffected.

A detect magic or similar spell detects an aura of abjuration the lock.

dispel magic dispels the effect from the lock.

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

Swarm Canister


An ornate canister sits on a table.

Magical Trap

 

Opening the canister causes many small snakes to appear in the area.

When a target opens the canister, summoned snakes erupt from the can, filling a 5′ radius centered on the can. Targets within this radius may make a DC 14 Dexterity saving throw to safely move away. On a failure, they are in the same space as the snakes.

The snakes act as a swarm of poisonous snakes (although, properly, these should be called venomous snakes…) and remain in the area for 1 minute.

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

dispel magic dispels the snakes if they have been summoned, or disables the summoning power from the canister.

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

Blog at WordPress.com.