Teleportation Seal
Simple Magic Trap (level 5-10, moderate threat)
This magical piece of paper is known as a Mageseal. When it is torn or damaged, it triggers a magical spell which teleports the nearest creature to a predetermined location. It is commonly glued or placed over the crack of a door or chest, so that opening it causes it to tear.
Effects. The creature triggering the trap, or the closest creature within 30ft. of it has to make a Wisdom saving throw (DC 18). If multiple creatures are equally close, each of them rolls a Wisdom saving throw, if multiple creatures fail the saving throw, only the creature with the lowest rolled total is affected. On a failed save the creature is teleported to a (random) location determined by the GM.
A successful Analysis lowers the Solution DC by 1
Solution (Sleight of Hand). Read the following text when a character successfully disarms the trap using a Sleight of Hand check.
Activation
Trigger. The magic is activated when the seal is torn or damaged, such as when the door or object it is on is moved.Effects. The creature triggering the trap, or the closest creature within 30ft. of it has to make a Wisdom saving throw (DC 18). If multiple creatures are equally close, each of them rolls a Wisdom saving throw, if multiple creatures fail the saving throw, only the creature with the lowest rolled total is affected. On a failed save the creature is teleported to a (random) location determined by the GM.
Variant: Teleporting Object
This type of seal can also be used to teleport an item or object. When this seal is broken it teleports the item it was on. Alternatively, it teleports a specific object within 30ft. of the seal. The item or object needs to fit in a 5ft. cube and is not teleported if it is being worn or carried.
Countermeasures
Like most mageseals, a teleportaion seal can be easily spotted. Removing, bypassing or disabling it is however still quite tricky. The seal is quite obvious unless it is properly hidden by the person who placed it, but knowing what effect might occur requires proper analysis. Use the following phases and ability checks to determine successes or failures. Disarming InformationPhase | Ability Check |
---|---|
Detection | Perception (DC 10) |
Analysis | Investigation (DC 16) |
Solution | Sleight of Hand (DC 18) |
You carefully peel the paper from the surface, making sure not to tear or damage it in any way. As the paper is completely peeled off, it starts to glow softly with a pink light, and then vanishes.
Alternative Solutions
Arcana. Analyzing the trap with a successful Arcana check (DC 15) reveals the effects of the seal. Dispel Magic will not work to remove the magic, but casting Counterspell as a reaction when the trap is triggered will stop the teleportation from occurring. An individual may also be able to use a spell such as Mage Hand to break the seal while standing at a safe distance from the effects.
Trap Summary
Variant of
Mageseal
Aspect | Details |
---|---|
Purpose | Delay |
Trigger | Damaging the paper |
Target | 1 Creature within 30ft. |
Save | Wisdom (DC 18) |
Effects | Teleportation |
Duration | Instant |
Mageseal
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