Andrasa’s Defences
234SaAnDe
Magic Force Trap
Description:
The Magic force trap enchants an object, such as a statue or candelabra, so that it will launch several bolts of magical force when something comes into range. The direction, trigger and way the bolts can be configured when the spell is complete. When the trigger occurs the bolts of force launch towards the target that generated the trigger.
There are ways to configure the trigger to exclude creatures from being targeted but that is part of the casting.
Effect:
The targeted creature must make a DC14 Dex saving throw or be hit by 1d4+1 bolts of force that deal 1d6 force damage each. A successful saving throw ignores the damage. The bolts are barely visible due to the speed at which they are launched.
Disarming:
The trap almost always has a exclusion trigger set up. If the creature can work it out then they are not targeted. However they can determine that there is a trap with a successful DC15 active perception check or a DC12 investigation or arcana check. This is because the enchanted object normally glows and thrums slightly. If the object is destroyed the trap is disarmed, or the dispel magic spell will disarm the trap.
The Thunder Floor Trap
Description:
A hall way or room where several scorch or burn marks litter the ground indicate the thunder floor trap. While the term thunder represents the sound that the trap makes the immediate area around the room is statically charged. The other odd thing about this room is the way that furniture or ornaments may be arranged around the room or strange grooves in the roof. What people don’t realise, normally, until its too late is that there is a strong electrical trap that will shock anyone who touches the
Effect:
Once a creature touches the floor they must make a DC 15 dexterity saving throw or take 4d8 lightning damage immediately and at the start of each turn they start on the floor. Creatures wearing metal armour make this saving throw with disadvantage.
While touching the floor they must additionally make a DC14 constitution saving throw or be unable to use reactions, actions or bonus actions as the electricity courses through their bodies.
Disarming:
A successful DC 14 Investigation or Arcana skill check (depending if mechanical or magic) will reveal the trap. However disarming may be harder. (Dispel magic spell or locating the generator of electricity to disarm it. However the creator of such traps nearly always have a way to bypass it such as a secret room or walkway near the room. Those who want a less obvious way to bypass the trap may have furniture or wall decorations to climb and jump between to not touch the floor. However, for the more athletic of trap builders, roof holds to painstakingly climb across the roof of the room.
Cylinder of weightlessness
Description:
This trap is hard to see and harder to get around. A large room, passageway or open space with tall or no ceilings greets those about to encounter this trap. Once they step into the cylinder of weightlessness they immediately float up five feet upwards from the ground and continue to rise at a rate of 5 feet a turn until they can prevent themselves from floating upwards. The items and themselves weigh nothing whilst in these zones which themselves extend about 60 feet into the air, or, as high as the ceiling is if less than 60 feet.
Be warned, although the creature may be floating as if levitating a moderate to strong breeze will throw them outside of the zone and they will instantly regain their weight and fall the distance down to the ground below.
Effect:
A arcane sigil, coin, treasure chest, statue or a chair may be the focus point for this trap and here may be many of them in a room. There is normally a pattern so that the owner of the trap can avoid them as there is no safe way to get out of them.
Whenever a creature enters the cylinder’s space, the creature must make a DC 13 Dexterity saving throw.
On a successful save, the creature can choose to be pushed 5 feet back or to the side of the area but not know why apart from a feeling of doom and dread. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
Upon a failed saving throw the creature immediately floats five(5) feet into the air. At the start of their turn they float a further 5 feet up into the air. As they have no weight only creatures with a flying speed can move but they need to make a DC15 strength check to break free from the force of the trap.
Disarming:
Creature within 5 feet of the trap can take an action to pull a creature or object out of it. Doing so requires a successful DC 12 Strength check. The creature within can be pushed out by thrown objects as they are weightless while within the trap but they will take 1d6 bludgeoning damage from the fall for every 10 feet they fall.