Posts Tagged With: magical

Armoire of Horrors


 

A dusty oak armoire is in the corner. One door is slightly ajar.

Magical Trap

The armoire is the stuff of nightmares. It is full of the things that frighten you the most.

If the armoire is opened, it is seen to be full of clothing. The clothing immediately begins to writhe and it shapes itself the stuff of nightmares. All creatures in a 30 foot cone in front of the armoire must make a DC 14 Wisdom saving throw or drop whatever they are holding and become frightened.

Frightened creatures must take the Dash action and move away from the armoire on each of their turns by the safest route available. Once line of sight ends, the creature may make a second Wisdom saving throw to end the effect. Otherwise, the effect lasts for one minute.

A spell such as Detect Magic detects an aura of illusion on the armoire.

A spell such as Dispel Magic permanently disables the illusion effect. Spells that suppress magic suppress the illusion effect and end any ongoing effects inflicted upon a target for the duration of the suppression effect. If the suppression effect ends before the fear effect, frightened creatures may make Wisdom saving throw to prevent the effect from re-activating.

 

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Personal Fog


 

Small swirls of dust spin around on the ground in this old, dusty crypt.

Magical Trap

The dust protects the crypt.

If any of the crypts are desecrated, each target in the crypt must make a DC 14 Wisdom saving throw. If this fails, the target is surrounded by a cloud of dust.

This dust causes any check, attack roll or saving throw that requires vision to be at disadvantage. This effect lasts for 1 hour.

A spell such as Detect Magic detects an aura of evocation on the crypts.

A spell such as Dispel Magic permanently disables the dust effect, and causes the swirls of dust on the ground to disappear. Any effect that suppresses magic causes the dust swirls plus any dust clouds to dissipate for the duration of the effect.

 

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Fire Escape


 

Stairs lead down to a warehouse. A garage door is slightly ajar, leading outside to a courtyard.

Magical Trap

The garage door is an illusion. The door actually leads out to a sheer cliffside. Once down the stairs, an illusionary fire starts.

Once down into the warehouse, a DC 10 Wisdom (Perception) check reveals that there are some barrels of gunpowder stored here.

When any of the contents of the warehouse are disturbed, a fire breaks out in the corner and begins to rapidly spread towards the gunpowder in 2 rounds. When it reaches the gunpowder, small specks of gunpowder near the barrels ignite and set of mini-explosions. One round later, the barrels ignite and explode, and then the illusion disappears, and will reset in 10 minutes. No damage is done.

If the fire is examined, a successful DC 17 Intelligence (Investigation) check reveals the fire as an illusion. The same check is also necessary to determine that the courtyard outside is an illusion. This examination requires an action to perform.

Any creature that runs out the door must make a DC 17 Dexterity saving throw or fall off the cliff, taking 10d6 falling damage. Those that see the creature fall may make a DC 17 Intelligence (Investigation) check to penetrate the illusion. Otherwise, it just as if the person vanished.

A spell such as Detect Magic detects an aura of illusion on the garage door.

A spell such as Dispel Magic permanently disables the illusion with a successful DC 17 spellcaster check. Any effect that suppresses magic at spell level 7 or above suppresses the illusion on the garage door and prevents the fire illusion for the duration of the effect. If the suppression happens while the fire illusion is active, it disappears.

 

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Cloak Hallway


 

Cloaks hang from pegs along the walls of this narrow hallway between rooms.

Magical Trap

The cloaks entangle those in the hallway.

When a creature gets within 5 feet of the far door, the cloaks make a +4 grapple attack vs. the nearest creature within 5 feet. If successful, the target is grappled. To escape the grapple, the target must make a DC 14 Strength (Athletics) or Dexterity (Acrobatics) check.

This condition lasts until the grapple ends, or 1 minute.

A spell such as Detect Magic detects an aura of transmutation on the door.

A spell such as Dispel Magic permanently disables the cloak attacks. Any effect that suppresses magic suppress the cloak attacks for the duration of the effect and ends any grappled conditions immediately.

 

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Ice Slide


 

The floor slopes downwards towards the far wall. A few doors are on the side walls.

Magical Trap

The floors and walls become magically covered in ice when one of the side doors is opened.

When a side door is opened, the floor becomes a slick sheet of ice and the far wall is covered in outward facing sharp icicles. All targets on the icy floor must make a DC 14 Dexterity saving throw or fall.

Each target that starts their turn prone on the ice may attempt to either stand up or stop sliding. Standing up requires a DC 14 Dexterity (Acrobatics) check with disadvantage. Stopping the sliding requires a DC 14 Dexterity (Acrobatics) check. If either fails, the target slides 30 feet towards the icicle wall.

Targets that are not prone may attempt to move at 1/4 speed with a successful DC 14 Dexterity (Acrobatics) check. Failure results in the target falling prone.

Targets that slide into the wall take suffer a +8 melee attack for 2d8 piercing and 1d6 cold damage. Targets that start their turn in the icicles take 1d4 cold damage per round. A target in the icicles may make a DC 8 Strength check to break the icicles out of them, halting the ongoing cold damage.

Targets in the icicles do not suffer disadvantage when trying to stand up.

The ice lasts for 10 minutes.

A spell such as Detect Magic detects an aura of evocation on the entire room.

A spell such as Dispel Magic permanently disables the ice effect on a successful DC 15 spellcaster check. Effects that suppress magic at spell level 5 or above suppress the ice effects for the duration of the effect, including any ongoing active ice effects.

 

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Levitation Room


 

The floor of this room is clean, white tile.

Magical Trap

The far door controls the trap, which causes all targets in the room to levitate 1 foot off of the floor.

A DC 12 Wisdom (Perception) check reveals several arrow slits in the far wall. These and the door lead to a guard room.

When the door is opened, all creatures in the room must make a DC 14 Wisdom saving throw or levitate 1 feet off the ground. While levitating, creatures have disadvantage on all Dexterity based checks, saves and skills. All attacks are at disadvantage, and attackers have advantage on attacks.

Movement is half speed, and no movement can be made without physically applying force to another object, such as using a sword to push against a wall or the floor.

The levitation lasts for 2d6+4 rounds.

A spell such as Detect Magic detects an aura of transmutation on the door.

A spell such as Dispel Magic permanently disables the levitation effect. Effects that suppress magic suppress the levitation affects for the duration of the effect, including active effects.

 

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Drums


 

A drumbeat is heard in the distance.

Magical Trap

A large cave ahead has magical drums that play on their own and affect those that listen to them.

When the cavern is entered, each target must make a DC 15 Wisdom saving throw. If it fails, they are under the control of the drums for 10 minutes.

The drums cadence varies, slowing down over time. This affects the target’s actions in the following ways.

  • Round 1-2: Target acts normally
  • Round 3: Drums slow down, targets lose bonus and reaction actions.
  • Round 4-6: Drums slow down, targets lose movement action, but action may be used for movement.
  • Round 7+: Drums slow down, target must make a DC 14 Wisdom saving throw each round to take an action

If the target leaves the cave, they may act normally, but resume the restrictions when they re-enter the cave. The drums stop 10 minutes after starting, and reset after 1 hour. Entering the cave after 1 hour subjects the targets to a new round of saving throws.

A spell such as Detect Magic detects an aura of enchantment on the drums.

A spell such as Dispel Magic destroys the drums with a successful DC 17 spellcaster check. Effects that suppress magic of spell level 7 or higher suppress the drum’s effect for the duration of the suppression.

 

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Disappearing Mountain Trail


 

A narrow trail winds it’s way across the face of the mountain, with steep drops on the left.

Magical Trap

Up ahead is a cave inhabited by an anti-social hermit. The trail outside the cave is magically trapped to cause the rocks to reshape into the sheer cliff.

One hundred feet from the cave, a target that makes a successful DC 14 Intelligence (Nature) check notices that about 30 feet of the trail seems “newer” here. There isn’t as much vegetation, as if this area was recently hewn from the side of the mountain.

The trap is triggered when a target enters the new area and travels 15 feet into it. The cliffside shifts, causing the trail to disappear and become a sheer cliff.

All targets in this area may make a DC 12 Wisdom (Perception) check to ascertain that only 30 feet of the trail is changing. Those that are successful may choose to attempt to run to the edge of the trail. All targets in the area must make a DC 15 Dexterity save or fall, taking 10d6 falling damage. Targets that succeed will be left clinging to the side of the cliff. Moving along the cliffside requires a DC 10 Strength (Athletics) check for each movement, with failure resulting in a fall. Those that chose to run for it are safely on the trail, just outside the altered area.

The mountainside resets itself into the trail in 1d4 hours.

A spell such as Detect Magic detects an aura of transmutation on the mountainside.

A spell such as Dispel Magic permanently prevents the mountainside from changing with a successful DC 15 spellcaster check. Effects that suppress magic of spell level 5 or higher cause the mountainside to not change for the duration of the suppression.

 

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Butcher Shop


 

A couple of wooden chests sit in a corner. Shelves along the walls hold dozens of full knife blocks.

Magical Trap

The knives in the blocks are telekinetically linked to the chests. Disturbing the chests causes the knives to fly towards the chests.

If a target without the key opens one of the chests, a knife will fly towards the target. This is a +5 ranged attack for 1d4 damage. Each chest has its own attack, so if both chests are open, there will be 2 attacks.

Once the chest is open, it locks open.

If the chest isn’t closed, a knife attack will happen each round against a random target within line of sight until the chest is closed. Closing the chest requires either a DC 18 Strength check or a DC 16 Dexterity check with thieves’ tools.

A spell such as Detect Magic detects an aura of transmutation on each chest.

A spell such as Dispel Magic will cause the knife attacks to permanently abate with a successful DC 15 spellcaster check. Effects that suppress magic of spell level 5 or higher will cause the knife attacks to cease for the duration of the effect.

 

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Stone Gap


 

A narrow stone bridge crosses the deep gorge.

Magical Trap

The middle 10 feet of the bridge is an illusion and doesn’t exist.

A DC 11 Wisdom (Perception) check lets the target notice that the middle 10 feet of the bridge is off. The dust and shadows don’t exactly match the rest of the bridge.

If an unaware target steps onto the illusionary section, they must make a DC 11 Dexterity saving throw or fall, taking 6d6 falling damage.

A spell such as Detect Magic detects an aura of illusion on the bridge.

A spell such as Dispel Magic causes the illusionary section to disappear, revealing the gap. Effects that suppress magic also cause it to disappear for the duration of the suppression effect.

 

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