Posts Tagged With: magical

Cold Fountain


Next to the double doors is a face, set into a round marble slab, pouring water from its mouth into a basin.

Magical Trap

 

The face blows deadly cold at intruders.

A DC 14 Wisdom (Perception) check notes several small symbols on the fountain and door. A DC 14 Intelligence (Religion) check identifies the symbol as the god of the northern winds.

If the door is opened without a holy symbol to this god being presented first, it blows a 15′ cone of cold air at the target. All targets in a 15′ cone in front of the fountain take 8d6 cold damage, with a DC 15 Dexterity save halving this damage.

A detect magic or DC 18 Intelligence (Arcana) check detects an aura of evocation on the fountain.

The fountain can be neutralized with a dispel magic.(DC 15)

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

Beaded Curtain


A beaded curtain partitions off the room.

Magical Trap

 

One of the beads is a delayed blast fireball, that goes off when it is moved.

A DC 16 Wisdom (Perception) check reveals one of the beads is different than the rest. If examined, a DC 13 Intelligence (Arcana) check identifies it as a fireball bead.

If the bead is moved, all targets within 20′ take 3d6 fire damage, which a DC 13 Dexterity saving throw halving the damage.

A detect magic or DC 13 Intelligence (Arcana) check detects an aura of evocation on the bead.

The bead can be neutralized with a dispel magic.

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

Full of Hot Air


The door is locked.

Magical Trap

 

The door is trapped to enchant the air in the next room.

A DC 12 Intelligence (Investigation) check notes warpage of the door, as if from heat.

The door requires a DC 12 Dexterity check with thieves’ tools to unlock. When it it opened, the air in the next chamber is enchanted.

Whenever a metal weapon is used in an attack, the air heats up around the attacker.  This causes an aggregate 1 hp of fire damage at the beginning of the target’s round. The air moves with the target. Once the target has left the room, the air cools off at the rate of 1 hp per round until it reaches 0.

A detect magic or DC 18 Intelligence (Arcana) check detects an aura of evocation on the door.

The heat effect can be removed with a dispel magic.

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Gold Behind Glass


A small pile of gold lies behind a glass window.

Magical Trap

 

If the window is broken, it causes items worn or carried by the target to take damage.

The window is thick. It has AC 10 and 15 hp. If it is broken, it makes a shattering noise as it breaks into thousands of pieces. All objects worn or carried by the target take 3d6 thunder damage. Magical items get a DC 12 Constitution saving throw at advantage. Success negates any damage for that object.

A detect magic or DC 18 Intelligence (Arcana) check detects an aura of evocation on the window.

The shatter effect can be removed with a dispel magic.

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The Dung Heap


A large chest has been hidden behind the armoire.

Magical Trap

 

The chest seems to be full of coins. The coins are hidden in the floor under the chest, while the chest is actually filled with dung that has been enchanted to look like coins.

The chest is locked and looks normal. When it is opened, those that see it must make a DC 16 Wisdom saving throw or they will think that the chest if full of gold coins.

While in possession of the coins, others will smell them. This causes stealth checks and any Charisma-based rolls to be at disadvantage. Every time the coins are examined, the target may make a new save.

The effect immediately terminates if the coins are passed to another person.

A detect magic or DC 24 Intelligence (Arcana) check detects an aura of illusion on the coins.

The illusion can be removed with a dispel magic  (DC 16). 

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The Jester


A small porcelain jester sits on a table next to a door.

Magical Trap

 

The jester curses those that do not laugh at its jokes.

When a target leaves the room, the jester tells a very bad dad joke. If the target does not laugh, it must make a DC 16 Wisdom saving throw. On a failure, the target is cursed.

Whenever the target is speaking, it will use inappropriate language, whether it be swearing, insults or inappropriate comments. This causes all Charisma based checks to be at disadvantage.

Once cursed, only a remove curse can remove the effect.

A detect magic or DC 24 Intelligence (Arcana) check detects an aura of enchantment on the jester.

The jester can be neutralized with a dispel magic  (DC 16). Breaking the jester causes the jester to curse all within 30′.

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Windy Arrows


The door has a target painted on it.

Magical Trap

 

The trap causes any ranged melee attacks to be affected by a small gust of wind.

A DC 12 Wisdom (Perception) check reveals that the target has some holes in it around the bullseye.

Any target that walks through the door must make a DC 14 Wisdom saving throw. On a failure, for the next 24 hours, any ranged melee attack made by the target is at disadvantage, as a small gust of wind blows the ranged projectile slightly off course.

The effect can be removed with a dispel magic cast onto the target.

A detect magic or DC 24 Intelligence (Arcana) check detects an aura of evocation on the door.

The trap can be neutralized with a dispel magic, or by hitting the bullseye with a ranged weapon before passing through the doorway. This can even be as simple as planting a dagger in the bullseye and removing it beforehand.

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Hot Air


A statesman, delivering a speech is depicted by a marble statue.

Magical Trap

 

The statue starts to talk, and if anyone walks away before he is done, the air immediately around their person becomes hot.

A DC 16 Wisdom (Perception) check reveals that the eyes of the statue follow the target.

When a creature gets within 15′ of the statue, it begins a long-winded speech. This speech is about all the minor accomplishments ever achieved by the person depicted by that statue, and lasts for 4d4 minutes.

If a target leaves the area and gets more than 30′ from the statue, they can no longer hear it. However, they must make a DC 16 Charisma saving throw. On a failure, the air around them begins to heat up. The air stays hot for 1 hour.

While the air is hot, whenever the target makes a physical action other than a normal move, they must make a DC 16 Constitution saving throw. On a failure, they gain 1 level of exhaustion. While the air is hot, the target may not take a rest of any kind; therefore, only magic can remove the exhaustion while under the effect.

The hot air can only be removed with a dispel magic (DC 16) cast onto the target.

A detect magic or DC 20 Intelligence (Arcana) check detects an aura of transmutation on the statue.

The statue can be neutralized with a dispel magic (DC 16) cast on the statue. However, once an effect is on a target, it has to be dispelled separately from the statue.

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

Parting of the Sea


A castle sits in the middle of a lake.

Magical Trap

 

The water is enchanted such that any creature that travels by water to the island causes the water to part, forming a trench.

When a target gets about halfway across the lake, whether by swimming or boat, the water suddenly parts. The target must make a DC 14 Dexterity saving throw or end up on the bottom of the watery trench. The walls of the trench are 30 feet high, and require a DC 12 Strength check to enter. However, wherever the target enters, they will mostly likely be under over 20 feet of water. A successful DC 10 Constitution check is required if the water is entered with more than 20 feet above. On a failure, the target gains the poisoned condition until the surface is reached, and also gains 1 level of exhaustion. Normal swimming rules apply.

While in the trench, it is difficult terrain.

After 1 minute, the water slowly returns. Any creatures in the water slowly rise to the top. 

A detect magic or DC 16 Intelligence (Arcana) check detects an aura of transmutation on the water.

The trap can be neutralized with a dispel magic cast on the water.

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

Trap Setter


A large iron door leads to the next area.

Magical Trap

The door curses the target, resulting in disadvantage on all checks and saves vs. traps and their effects.

When a target passes through the doorway, they must make a DC 14 Wisdom save or else they are cursed. Whenever the target must make a check or a saving throw that deals with a trap or its effects, that roll is at disadvantage.

The only way to get rid of this effect is with a remove curse.

A detect magic or DC 16 Intelligence (Arcana) check detects an aura of enchantment on the door.

The trap can be neutralized with a dispel magic (DC 15).

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

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