Posts Tagged With: magical

Elemental Shrine


 

There are four shrines in this room dedicated to air, fire, water and earth. Small baubles lie before them.

Magical Trap

The shrines punish those who steal from them.

Each shrine has 2d12 gp of items in front of it. If any is taken, the shrine deals 2d4 damage to the thief.

The damage type is as follows:

air -> electricity

fire – > fire

water -> bludgeoning

earth -> bludgeoning

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

A spell such as Dispel Magic cast onto a shrine will destroy the shrine and the treasure associated with it. Any effect that suppresses magic suppresses all of the shrines’ attacks for the duration of the effect.

 

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Whispering Portrait


 

A large portrait hangs above a wooden chest.

Magical Trap

The portrait whispers to those who touch the chest.

When the chest is touched, the portrait whispers to the creature touching it. The whisper takes the form of discordant melody. This creature must make a DC 12 Wisdom saving throw or take 3d6 psychic damage and use its reaction to move as far away as possible from the chest. The creature will also not willingly touch the chest again for 1 hour.

The trap resets immediately after sprung. If a creature successfully saves, they cannot be affected again by the whispering.

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

A spell such as Dispel Magic cast onto the portrait permanently removes the enchantment effect. Any effect that suppresses magic suppresses the enchantment effect for the duration of the effect. If the target is in the area of suppression and is enchanted, the enchantment is also suppressed on the target for the duration.

 

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Duel


 

A pair of crossed swords hang above the door.

Magical Trap

The door is enchanted to magically enchant a passing creature, making them irresistible to foes.

The swords must be drawn and touched to the door before crossing, otherwise, the first creature crossing the door’s threshold will be enchanted for one hour. Opponents must make a DC 12 Wisdom saving throw when attacking other targets, otherwise, those targets have disadvantage.

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 cast onto the door permanently removes the enchantment effect. Any effect that suppresses magic suppresses the enchantment effect for the duration of the effect. If a target is already enchanted, Dispel Magicremoves this effect, and a suppression effect suppresses it.

 

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Checkpoint


 

A flimsy gate is in the middle of a makeshift wall that crosses this large cavern.

Magical Trap

The gate is password activated and is the only way to cross the wall without setting off the trap.

The password is very simple. It is the word “password” in kobold. The password must be spoken and the gate opened to bypass the trap. Otherwise, the trap is activated. Also, whether or not the password is spoken or not, crossing the wall sets off the trap.

When the trap is sprung, the entire area within 60′ of the wall is bathed in bright daylight for 1 hour.

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

A spell such as Dispel Magic cast onto the gate permanently removes the daylight effect. Any effect that suppresses magic suppresses the daylight effect for the duration of the effect. If the daylight has already been activated, then it goes out for the duration. In the case of a Dispel Magicthe daylight goes out permanently.

 

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Fireplace


 

A fire roars in the large fireplace.

Magical Trap

The fireplace is used by a mage and his pet fire drake. The fire is magical and always burns. The fireplace itself will produce a gust of wind once a day when a creature gets within 15 feet of it. The mage would send his fire drake close the the fireplace in the morning to warm up the room.

When a creature gets within 15′ of the fireplace, the gust of wind causes the fire to shoot out in a 15′ cone. Those within the cone take 3d6 fire damage, with a DC 12 Dexterity save reducing this damage in half.

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

A spell such as Dispel Magic cast onto the fireplace dispels the gust of wind effect. A second Dispel Magic causes the fire to go out. Any effect that suppresses magic causes the fire to go out and the gust of wind to be suppressed for the duration of the effect.

 

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Blinding Armor


 

A narrow passageway leads forward.

Magical Trap

The passageway is very narrow. Making contact with the walls causes a creature’s armor to become enchanted.

A medium sized creature that moves down the hallway must make a DC 12 Dexterity (Acrobatics) check to avoid touching the wall. Small creatures have advantage on this check, while large creatures have disadvantage. Creatures smaller than small do not need to make a check, while creatures larger than large automatically fail.

If the check fails, the next time the creature is struck by a melee attack, their armor or clothing flares with a bright light, dealing 3d8 radiant damage to the target. Additionally, the creature must make a DC 14 Constitution saving throw or become blinded. At the end of each of the blinded creature’s turns, they may make another saving throw to end the blindness.

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

A spell such as Dispel Magic cast onto one of the walls dispels the effect for the entire passageway. Any effect that suppresses magic causes the passage walls to be inert for the duration of the effect. Additionally, a Dispel Magic cast onto the armor or clothing after it is affected dispels the melee effect, while magic suppression will suppress the melee effect on the armor for the duration of the suppression.

 

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No Trap


 

A iron chest, covered in arcane symbols, sits in the corner.

Magical Trap

The chest really isn’t trapped. It’s locked and is able to counterspell any magic cast on it.

The chest requires a DC 20 Dexterity check with thieves’ tools to open.

If any spell is cast on or within 15′ of the chest, that spell is countered. 3rd level and lower spells automatically fail, while for 4th level and higher spells, the chest rolls a spellcasting check at +2 vs. DC 10 + spell level.

A spell or other effect that can sense the presence of magic, such as Detect Magic, reveals an aura of abjuration on the chest, assuming the spell can somehow be cast.

A spell such as Dispel Magic cast onto the box removes removes the counterspell effect permanently. Any effect that suppresses magic causes the counterspell not to activate while the suppression effect is active. Note that all spell effects to disable the box must still not be counterspelled to take effect.

 

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Better Be Fully Healed


 

A small wooden chest is hidden underneath socks in a drawer.

Magical Trap

The chest has two traps. One is a small blade. The other is a magical trap that deals necrotic damage.

A DC 16 Wisdom (Perception) check reveals a small razor blade underneath the catch that closes the box.

The catch can be broken with a DC 16 Strength check, or opened with a DC 12 Dexterity check with thieves’ tools.

When the catch is opened, the creature opening it must make a DC 12 Dexterity saving throw or take 1 point of slashing damage.

When the box is opened, the creature opening it must make a DC 12 Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any hit points, this damage increases to 1d12.

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

A spell such as Dispel Magic cast onto the box removes the necrotic damage effect permanently. Any effect that suppresses magic suppresses the necrotic damage effect for the duration of the magic suppression. Note, the physical part of the trap – the razor blade – is unaffected by any magical dispels or suppression.

 

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Well Lit Chest


 

A large candelabra sits next to a wooden chest.

Magical Trap

The candles on the candelabra become lit when the chest is opened, bathing the area in a sickly green light.

The chest requires a DC 16 Dexterity check with thieves’ tools to successfully open. When it opens, the candles on the candelabra flare to life. A 30′ sphere of sickly green light centered on the candelabra lights the area. Creatures that start their turn or that move into the area for the first time must make a DC 16 Constitution saving throw or take 4d10 radiant damage and suffer one level of exhaustion.

After 10 minutes the candles go out, which also end the exhaustion effect.

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

A spell such as Dispel Magic cast onto the candelabra completely causes the candles to immediately melt into puddles of wax and permanently destroys the magic effect. Any effect that suppresses magic causes the candelabra to be inert for the duration of the effect. If the effect is active, the candles go out and re-light when the effect goes away if it is still within the timeframe of the trap’s duration. Any levels of exhaustion are also negated while magic is suppressed.

 

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Pull My Finger


 

An stone hand with a single outstretched finger is the only feature on the stone door.

Magical Trap

The finger must be pulled to open the door. It also blasts the target with necrotic energy.

Any creature that pulls the finger to open the door takes 7d8+30 necrotic damage, or half that on a successful DC 17 Constitution saving throw. A creature killed by this spell rises as a zombie, and attacks anyone attempting to go through the door.

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

A spell such as Dispel Magic cast onto the hand completely dispels the necrotic trap with a successful DC 17 spellcasting check. Any effect that suppresses magic of spell level 7 or higher will suppress the hand for the duration of the effect. Created zombies remain as normal.

 

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