


Culturally it was basically straight Greek, but they claimed it was Egyptian because that had more caché for trying to sell something as filled with ancient lost knowledge. This was the fashion with a great deal of esoteric knowledge, so while there may be some smattering of half-understood pharaonic Egyptian mystery religion thrown in it is almost certainly a fanciful pettigree above all else. They claimed their teachings were derived from truly ancient Egyptian mysteries. The progenitors of the known tradition were living in Roman Egypt, writing in Greek, and of various ethnicities (the Roman mediterranean was quite cosmopolitan). But it is important to come up with the triggers, at least, ahead of time and not just improvise them as you go, so that the players can systematically and methodically search and test for them.Apologies if I got the etymology wrong, it really isn't relevant to the narrative though. With a magic trap, either of those can be the magical part, or both can. The basic components of any trap are a trigger and a result. Players love doing that kind of shit because it's something that makes perfect sense to want to do, and should obviously be possible, but they can't ever do in video games. Just don't be too surprised when the players try to pry the magical traps off the walls and put them in their bags. Custom spells exist, custom magic items exist, a wall/floor/door/chandelier/statue can totally be a magic item, and NPCs can have access to all kinds of things that players don't. But magical traps in official modules aren't all based on spells. There's always a 3rd edition spell you can base it off of, if you're insistent upon having rules. I mean you can make a trap that does anything you want. That way, you avoid using minions and STILL have the dramatic scene you're looking for! The only way out is through the door (which you can have be a puzzle!). Maybe you can have the Web (or snare) spells be activated, and then the room begins to fill with water. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire,"ĮDIT NUMERO DOS: Sorry, I reread your post and saw you wanted to use minimal minions. If it succeeds, it is no longer Restrained. On a failed save, the creature is Restrained as long as it remains in the webs or until it breaks free.Ī creature Restrained by the webs can use its Actions to make a Strength check against your spell save DC. Webs layered over a flat surface have a depth of 5 feet.Įach creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. The webs are difficult terrain and lightly obscure their area. The webs fill a 20-foot cube from that point for the Duration. It could ramp up tensions.ĮDIT: Web: "You conjure a mass of thick, sticky webbing at a point of your choice within range. You can also have an "enchantment", and whenever the players walk on a pressure plate or something, it automatically casts Web, a second level spell! And if they get caught by Web, maybe some minions come out, and then the party has to quickly get out of the Web spell so they can defend themselves. On a success, the restrained effect also ends," Alternatively, another creature that can reach the restrained creature can use an action to make an Intelligence (Arcana) check against your spell save DC.

The restrained creature can make a Dexterity saving throw with disadvantage at the end of each of its turns and ends the restrained effect on a success. The triggering creature must succeed on a Dexterity saving throw or fall prone and be hoisted into the air until it hangs upside down 3 feet above the protected surface, where it is restrained. The trap triggers when a Small creature or larger moves into the area protected by the spell. The trap is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found. When you finish casting, the cord or rope disappears to become a magical trap. "While you cast this spell, you use the cord or rope to create a circle with a 5-foot radius on a flat surface within your reach. Snare is a good one! It's a level one abjuration spell.
