Sigil Trap
A foot-tall, blue-glowing sigil is engraved on a stone door.
Touching the door triggers a Failure.
Sigil. A creature that makes an Arcana check recognizes the sigil as a symbol for “lightning” and knows how to pronounce the sigil. If a creature fails this Arcana check by 5 or more, they recognize the sigil but their pronunciation of the sigil is incorrect. An examination of the sigil reveals that it crackles with electricity. A creature that makes a History check knows that mages often use sigils to booby-trap their possessions.
A creature that correctly pronounces the sigil disables it for 1 minute. A creature that mispronounces the name of the sigil triggers a Failure.
Spell Effect. This is an evocation effect created by a 3rd-level spell. Dispel magic triggers a Critical Success.
Spell Solve. Using magic like mage hand to open the door triggers a Success.
Sigil Trap Variants: Other Elements
Sigil traps exist that bear sigils with different names and shapes. Each glows a different color and deals a different damage type. For instance, a fire sigil trap glows orange.
- A creature can make an Arcana or thieves’ tools check to disable the sigil.
Potential Outcomes
Critical Failure or Failure. The door blazes with lightning. Each creature within 5 feet of it makes a Dexterity saving throw , taking 14 (4d6) lightning damage on a failure or half damage on a success. The trap is then disabled for 1 minute.
Success. The door can be opened once without triggering the trap.
Critical Success. The trap is permanently disabled.