Posts Tagged With: magical

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.

 

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

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.

 

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

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.

 

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

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.

 

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

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.

 

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

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.

 

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

Like Clockwork


 

The door out of this room is in the middle of an oversize grandfather clock.

Magical Trap

The door is part of the clock. If it is opened without disabling the clock, the trap goes off.

The clock is ticking loudly, but if the door is opened, the ticking stops. Creatures within 30 feet must make a DC 16 Wisdom saving throw or the next time they make a skill check, saving throw or attack roll, the result is 10 no matter the die result. In the case of advantage or disadvantage, consider both rolls to be 10.

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

This trap can be disabled by stopping the clock. This requires a DC 16 Dexterity check with thieves’ tools and is at disadvantage. A successful DC 16 Investigation check prior to the Dexterity check grants advantage, effectively cancelling the disadvantage.

 

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

Dusty Door


 

An old door is at the end of the hallway. It looks like it hasn’t been opened for years.

Magical Trap

The door is coated in Dust of Sneezing and Choking. Simply opening it causes the dust to be disturbed and form a small cloud around the door.

A DC 16 Wisdom (Perception) check reveals that the door has a lot of dust embedded in the grains and cracks.

Opening the door or striking it causes the dust to billow forth. Simply examining the door does not.

When the dust is released, creatures within 10 feet must make a DC 15 Constitution saving throw or be unable to breathe and start sneezing uncontrollably. The creature affected this way is incapacitated and suffocating. The creature may make another saving throw at the end of each of its turns to end the effect. Lesser Restoration will also end the effect. While the dust dissipates immediately, those that fail their saving throw remain affected until the effect is removed or the saving throw succeeds.

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

This trap can be bypassed by opening it from more than 10 feet away. The dust can also be removed by using a spell such as gust of wind.

 

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

Rust Door


 

Two large, rusted iron rings hang from the door.

Magical Trap

The door must be pulled open. The rings cause those that touch them to be subjected to rusting.

When a ring is grasped, the largest metal object worn or carried by the creature begins to rust. Armor takes 1d6 points of AC damage. Weapons or other items that require a roll to use cause that roll to be at disadvantage. Other items simply break when used or become unusable. Magic items are immune to the effect.

The door can be opened by driving a spike and pulling open or other means. Opening the door in this manner will not trigger the rust effect.

And magic cancelling effect, such as an anti-magic field that suppresses the effects of magic items will cause the rings to not cause rust damage.

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

 

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

Bead Curtain


 

A curtain made of several strands of black beads hangs in the doorway.

Magical Trap

One of the beads in the middle strand is a bead of force. If jostled, it falls to the ground and explodes.

Unless a creature makes an effort to minimize the curtain movement, when they pass through the curtain the bead will fall to the ground. A DC 14 Dexterity (Acrobatics) check is required to move through the curtain without causing the bead to fall. Creatures larger than medium size must make this check with disadvantage, while creatures smaller than medium size have advantage.

Each creature within a 10′ radius must make a DC 15 Dexterity saving throw or take 5d4 force damage. A sphere of transparent force encloses the area for one minute. Those creatures that fail their saving throw and are inside the effect cannot leave the sphere. Creatures that succeed are pushed out of the sphere to the edge. Air passes through normally. The sphere can be moved or picked up, as it only weighs one pound, but it is stuck in the doorway. Moving the sphere requires a DC 20 Strength check. Those inside the sphere must push against the edges and can do so at half walking speed, once it is freed.

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

And magic cancelling effect, such as an anti-magic field that suppresses the effects of magic items will cause the bead to be inert and not explode. The bead can also be removed with a successful DC 14 Dexterity (Sleight of Hand) check. Failure cause it to fall and explode.

 

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

Blog at WordPress.com.