Posts Tagged With: magical

Annoying Noise


A clock with chimes is built into the door.

Magical Trap

 

If the door is opened, the chimes go off, which makes it hard to concentrate for quite some time.

A DC 18 Wisdom (Perception) check detects a small wire that runs from the lock to the chimes and is deeply embedded in the wood.

The lock requires a DC 15 Dexterity check with thieves’ tools to open.

When the lock is opened, the chimes sound. All targets within 30′ must make a DC 14 Wisdom saving throw. On a failure, all skill checks are at disadvantage for one hour due to a constant ringing in the ears. On a success, this effect lasts for 1 minute.

A detect magic or similar spell detects an aura of divination on the chimes.

A dispel magic disables the chimes. 

The wire can be cut with a successful DC 14 Dexterity check with thieves’ tools. Failure sets off the trap.

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Void Pit


A gold altar, with lots of expensive offerings in front of it dominates the chapel.

Magical Trap

 

The altar has a hidden pit in front of it. The bottom of the pit is a gate to the void.

A faint 20’x10′ outline can be seen in the stone floor in front of the altar with a DC 12 Wisdom (Perception) check. However, try as one might, no triggering mechanism can be found, as that is magical, nor can the stone be moved, it still presents as a solid floor.

If any of the items on the altar are touched, the 20’x10′ foot section of floor disappears, revealing a 10′ pit with an inky black bottom. Targets on the floor section must make a DC 14 Dexterity save or fall into the pit. When they hit the bottom, they are gated to a random place in the void.

Characters gated to the void must be retrieved by magical planar methods.

One minute after the trap is sprung, the floor reappears.

A DC 16 Intelligence (Arcana) check reveals the bottom of the pit as a gate to the void.

A detect magic or similar spell detects an aura of evocation and conjuration on the altar.

A dispel magic prevents the floor from disappearing, while a dispel magic (DC 19) destroys the gate under the floor.

 

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Burning Hands


An altar to an ancient god stands here. A few coins lie around it.

Magical Trap

 

If any of the coins are stolen, or an offering not made, the offending person is cursed, causing them to spray flame from their hands when touching themselves or someone else for a friendly spell.

A DC 14 Intelligence (Religion) check identifies the god as an ancient god that is just to a fault, and punishes the most minor of transgressions.

If the coins are disturbed, or an offering of at least 1gp is not made, when the target leaves the room, they must make a DC 14 Wisdom saving throw or become cursed.

This curse lasts until discharged. When the target casts a spell or makes a check or action that involves them touching themselves or a friendly (such as stabilizing, giving a potion, etc) the target’s hands burst forth with flame. The recipient and all targets within a 15′ cone take 4d6 fire damage, with a DC 15 Dexterity check halving the damage. The immediate recipient makes this save at disadvantage.

A detect magic or similar spell detects an aura of evocation and necromancy on the altar.

Simply offering 1gp per person bypasses the trap.

Alternatively consecrating the altar permanently disables the trap.

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Soul Door


A lifelike statue stands guard next to an iron door.

Magical Trap

 

When the door is unlocked, the soul of the person is taken away and trapped in the statue, and the statue takes on the likeness of the trapped person.

A DC 14 Intelligence (Investigation) check notes a very life-like look of anguish on the statue’s face.

The door requires a DC 20 Dexterity check with thieves’ tools to unlock. When unlocked, the target must make a DC 18 Wisdom saving throw. On a failure, their soul is trapped inside the statue, causing the statue to take on their likeness.

Once trapped, it requires a DC 24 Intelligence (Arcana) by a spell caster that can cast spells from the necromancy domain to put the soul back in the body. The body must within 15′ and in good (preserved) condition.

If the body had decayed for more than 2d4 days, the soul is returned but the person will be dead.

A detect magic or similar spell detects an aura of necr9omancy on the statue.

A dispel magic (DC 18) destroys the statue, killing the soul of anyone trapped inside.

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Refraction


Up ahead, the light seems strange.

Magical Trap

 

The air in this room refracts light in interesting ways.

While in this room, all skill checks, saves and rolls that require vision are at disadvantage.

A detect magic or similar spell detects an aura of transmutation in the room.

A dispel magic dispels the refraction effect, removing the disadvantage.

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Tripping Bushes


Bushes have sprouted up all along the outside of the abandoned cathedral.

Magical Trap

 

The bushes attempt to trip those trying to enter.

A DC 14 Intelligence (Nature) check detects that the bushes are not natural.

When a target gets within 5′ of a bush, they must make a DC 14 Dexterity saving throw as the bush tangles its branches in the feet of the target. On a failure, they fall prone. 

When standing, the target must succeed on the saving throw again, or be tripped again. The target can crawl away unmolested.

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

A dispel magic destroys a single bush.

The bushes can also be destroyed physically. They have 4 hp and AC 10. They are vulnerable to fire.

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Green Room


The walls and floors of this room are green.

Magical Trap

 

The target sees in the room that which scares them the most.

When a target enters the room, they must make a DC 16 Wisdom saving throw. On a failure they see an illusory manifestation of their deepest fears, causing the target to become frightened. Also, the exit to the room disappears, effectively trapping them in the room. At the end of the target’s turn, they must make another Wisdom saving throw. On a success, the effect ends. On a failure, they take 6d10 psychic damage. The effect lasts for one minute.

A detect magic or similar spell detects an aura of illusion on the walls.

A dispel magic (DC 16) destroys the trap and also removes any ongoing effects.

Marking at least 5 square feet of the wall with paint, ink, etc. grants advantage to the Wisdom saving throws.

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If It Sits, It Fits


Several small boxes are on the floor.

Magical Trap

 

When a target opens a box, they shrink to fit in the box.

Each box is a small wooden crate with a lid on top. When the lid is removed, the target must make a DC 14 Constitution saving throw, or they shrink to size Diminutive and fall into the box. The effect lasts for 1 hour. This has no effect on creatures sized Diminutive or smaller.

Getting out of the box requires a DC 12 Strength (Athletics) check.

A detect magic or similar spell detects an aura of transmutation on each box.

A dispel magic dispels the effect on a single target or box.

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Bull in a China Shop


Plates are stacked haphazardly in awkwardly placed cabinets.

Magical Trap

 

When plates fall, they cause a shatter effect.

It requires a DC 12 Dexterity (Acrobatics) check to successfully cross the room and not bump into a cabinet. If a cabinet is bumped into, 1d10+2 plates fall from the cabinet and shatter on the floor. When this happens, everyone within 5′ of the cabinet may make a DC 18 Dexterity saving throw. On a success, they catch a plate, keeping it from shattering.

Each plate that shatters acts as an individual shatter spell, centered on the cabinet. The DC for the save is 12.

A detect magic or similar spell detects an aura of evocation on each plate. 

A dispel magic dispels the trap on a single plate.

Yes, the plates do work if collected and used outside of the room.

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Hot Foot


A narrow bridge without rails leads across the deep ravine.

Magical Trap

 

The bridge is enchanted such that it causes a target’s foot to become very hot when it makes contact with the ground.

When a target crosses the bridge, they must make a DC 12 Constitution saving throw. On a failure, whenever their right foot touches the ground, they take 1d4 fire damage. They also suffer disadvantage on all Dexterity based rolls, checks, and saving throws. The effect lasts for 10 minutes.

The bridge requires a DC 10 Dexterity (Acrobatics) check to safely cross, with a failure causing the target to take 6d6 bludgeoning (falling) damage.

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

A dispel magic dispels the trap on the bridge and negates any existing effects.

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