Posts Tagged With: magical

A Pleasant View


 

A door open up onto a balcony with a great view of the forest.

Magical Trap

The view is an illusion. The balcony is only a few feet of wood and then it drops off.

A creature that ventures onto the balcony must make a DC 14 Dexterity saving throw or step off and fall, taking 3d6 falling damage. Anyone that witnesses this will see the creature disappear downwards, and may make a DC 12 Wisdom saving throw to disbelieve the illusion.

A spell or other effect that can sense the presence of magic, such as Detect Magic, reveals an aura of illusion about the balcony.

A spell such as Dispel Magic will cause the illusion to cease, while any effect that suppresses magic will cause the illusion to cease for the duration of the effect.

 

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Epstein


 

A noose hangs from the ceiling.

Magical Trap

The noose causes creatures to hang themselves.

A creature that gets within 5 feet of the noose must make a DC 14 Wisdom saving throw or attempt to to hang themselves. If the saving throw fails, the nearest creature to the hanging creature must also make a DC 14 Wisdom saving throw or they will attempt to help the hanging creature.

A creature attempting to hang itself must make a DC 12 Dexterity (Acrobatics) check to successfully apply the noose. If assistance is being received, this check has advantage.

Hanging creatures immediately begin to suffocate. Each round, the hanging creature and/or assistant may attempt a new DC 14 Wisdom saving throw to end the effect. Once the effect is ended, the hanging creature must make a DC 12 Dexterity (Acrobatics) check, or cut the rope to free itself.

A spell or other effect that can sense the presence of magic, such as Detect Magic, reveals an aura of enchantment on the rope.

A spell such as Dispel Magic will negate the rope’s command effect, while any effect that suppresses magic will cause the command effect to be suppressed for the duration of the effect.

 

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Window Pain


 

An empty archway leads to the next room.

Magical Trap

A piece of glass is conjured when a creature passes thru the archway.

The glass stops any creature smaller than medium size. Creatures medium sized and larger must make a DC 14 Dexterity saving throw or break through the glass, taking 4d6 slashing damage.

A spell or other effect that can sense the presence of magic, such as Detect Magic, reveals an aura of conjuration on the archway.

A spell such as Dispel Magic will negate the creation of the glass pane, while any effect that suppresses magic will cause the window to not appear until the effect ends.

Tired of rodents and other small vermin entering the room, the owner took matter into his own hands, creating a glass wall to stop them.

 

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Acid Light


 

A glowing emerald light is on the ceiling, providing illumination for the room.

Magical Trap

The light is made of acid, magically bound.

When a creature crosses the room, the acid drops. All creatures within 20′ must make a DC 14 Dexterity save or take 10d4 acid damage, and an additional 5d4 acid damage at the end of its next turn. On a successful save, the creature takes half damage initially, and no further damage. Additionally, the light provided by the acid ceases, plunging the room into darkness if no additional light sources are present.

A spell or other effect that can sense the presence of magic, such as Detect Magic, reveals an aura of evocation on the light.

A spell such as Dispel Magic will cause the light to go out as the acid disappears. Any effect that suppresses magic will cause the acid to disappear, and the light to go out, for the duration of the effect.

 

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Empty Armory


 

This former armory is empty, save for a lone jeweled dagger.

Magical Trap

The dagger was left behind as it is somewhat cursed. When it is touched, it turns into a cloud a flying, slashing, daggers.

When a creature touches the dagger, the dagger, and several magically summoned daggers fill a 5 foot square centered on the creature. This creature takes 4d4 hp or slashing damage. Any creature that enters the 5 foot square or starts their turn there takes the 4d4 damage as well.

The square lasts for 1 minute. If the dagger is still being held or touched, the cloud reappears.

A spell or other effect that can sense the presence of magic, such as Detect Magic, reveals an aura of conjuration on the dagger.

A spell such as Dispel Magic will neutralize the dagger permanently. Any effect that suppresses magic will suppress the dagger’s power for the duration of the effect.

 

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Icy Door


 

The door ahead is moist with condensation.

Magical Trap

The door becomes cold to the touch.

A DC 12 Wisdom (Perception) check will reveal bits of frost on the door.

When the door is touched, the entire door becomes covered in frost. The creature touching the door must make a DC 10 Constitution saving throw or take 1d6 cold damage and have disadvantage on the next attack roll or skill check that requires use of the hands. This effect wears off in 1d4 rounds.

A spell or other effect that can sense the presence of magic, such as Detect Magic, reveals an aura of evocation on the door.

A spell such as Dispel Magic will neutralize the frost effect permanently. Any effect that suppresses magic will suppress the frost effect for the duration of the spell.

 

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Rings


 

Several velvet hands, each wearing one of more rings are displayed in a glass enclosed walnut case.

Magical Trap

The hands are enchanted, and cling to anyone who tries to remove a ring.

If an attempt is made to remove a ring, the hand tries to clamp done on the creature removing it. The creature must make a DC 12 Dexterity saving throw to avoid being held by the hand. If a creature makes a DC 17 Dexterity saving throw, the creature also removes the ring.

If the hand succeeds in grasping, that creature takes 1d8 necrotic damage, and it can’t regain hit points until the start of its next turn. The hand releases at that point.

A spell or other effect that can sense the presence of magic, such as Detect Magic, reveals an aura of necromancy on the hands.

A spell such as Dispel Magic will render an individual hand inert per casting. Any effect that suppresses magic will cause the hands to be inert for the duration of the effect.

The rings are gold and silver, and vary in value from 1 to 10gp.

 

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Confusing Curtain


 

A large curtain covers a window on the wall, as daylight can be seen around the edges.

Magical Trap

The curtains cover a floor length open window that leads to a small balcony with no railing.

Opening or passing through the curtains causes the trap to be triggered. Any creature doing do must make a DC 14 Wisdom saving throw, or become momentarily disoriented. While disoriented, the creature makes a full movement action to walk out on the balcony and off the edge, falling off for 3d6 falling damage as they land in a grassy courtyard below.

A spell or other effect that can sense the presence of magic, such as Detect Magic, reveals an aura of enchantment on the curtains.

A spell such as Dispel Magic will negate the disorientation effect on a successful DC 14 spellcasting check. Any effect that suppresses magic will suppress effect as well.

 

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Heads Fountain


 

A fountain sits in front of a gateway. The gateway is sealed by an iron portcullis.

Magical Trap

The portcullis opens when a coin is placed in the fountain. However, it closes on the giver unless the coin is placed heads up, and the gateway itself is surrounded a walls of force.

A DC 16 Perception check reveals that the coins currently in the fountain are all heads up.

When a coin or coins are placed in the fountain, the portcullis raises. If it is placed heads up, the portcullis will close again in 6 rounds. If it is not placed heads up, when a creature crosses the portcullis threshold, it slams shut.

Creatures under the portcullis must make a DC 14 Dexterity saving throw or take 2d6 piercing damage, and be knocked to a random side. Those that make their saving throw may choose a side.

When the portcullis is closes on a creature, a wall of force on 5′ from the inside also appears, trapping the creature. The wall of force lasts for 1 hour.

The portcullis can be broken or lifted open. Lifting it requires a DC 30 Strength check. The portcullis has AC 15 and 100 hp for the purposes of breaking.

A spell or other effect that can sense the presence of magic, such as Detect Magic, reveals an aura of evocation about the fountain.

While the portcullis, once open, can be jammed open with a DC 16 Dexterity check with thieves’ tools, the wall of force cannot be disabled.

A spell such as Dispel Magic will negate the wall of force effect on a successful DC 15 spellcasting check. Any effect that suppresses magic will suppress the wall of force.

 

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Dagger Hall


 

The door at the end of the hallway has dagger shaped cast iron side rails.

Magical Trap

The cast iron railings produce magical daggers that fly towards intruders.

When a creature gets within 30′, the door shoots a single dagger from each cast iron side rail. It will do this once per round while a target is within 30′ facing this side of the door.

Each dagger is a +4 ranged attack for 1d4+1 piercing damage. The daggers disappear after the attack whether the attack succeeds or not.

A spell or other effect that can sense the presence of magic, such as Detect Magic, reveals separate auras of indeterminate magic on each side rail.

A spell such as Dispel Magic will negate one of the rails. Two castings are needed to completely disable the trap. However, any effect that suppresses magic will suppress both rails.

 

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