- Target a creature within 60ft.
- It needs to make a wisdom saving throw.
- On success, nothing happens.
- On fail, it is cursed.
- While cursed, if it rolls a 1 on any attack ability check or saving throw, the curse creates a hidden trap that fires on the cursed.
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This spell can be removed with remove curse.
D100 TRAP 1-10
The statue of a small drake head appears within 5ft. around you, and casts burning hands with a DC of 13. It then hides again.
11-20
From small openings in the environment, poisonous darts come shooting at you. Make a DC 12 con save. On fail, you take 1d6 poison damage and are poisoned for 1 minute. On success, nothing happens. Repeat the save on your turn to end the poison on success.
21-30
Spikes come shooting from beneath you. Make a DC 12 dexterity save. On fail, take 1d12 piercing damage. On success, you take half damage. They retract as fast as they came.
31-40
You step onto a hidden pit. Make a DC 12 dexterity save. On fail, you fall inside. It has a depth of 20ft. After climbing out of it, the pit closes itself. 41-50
Vines, tentacles or a magical rope appears, binding you. Make a DC 12 Strength save. On fail, you are restrained. On success, you free yourself and the trap slithers back.
51-60
Magical darkness appears, covering everything within 15ft. of you. From the outside, it appears to be a pitch black dome. Creatures within, are considered heavily obscured. The duration is 1 minute. 61-70
The statue of a majestic fish appears. Make a DC 12 charisma save. On fail, you zone out while staring at its shimmering scales. On success, nothing happens, and the statue crumbles with a sad look in its eyes. 71-80
You step on transparent slime. Make a DC 12 dexterity save. On fail, you end up prone. On success, nothing happens, and the slime sinks into the ground. 81-90
A door appears on a surface within 30ft. Opening it shows the original surface behind it. An imp will then appear behind the creature opening the door, trying to pickpocket it. Once successful, it disappears. The door stays.
91-100
2d6 Gold pieces appear in front of you. Make a DC 12 wisdom save. On fail, you want to eat the gold pieces. On success, nothing happens.
At Higher Levels. When you cast this spell using a spell slot of 4th level, the duration becomes until dispelled.
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