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Flame Strike Glyph

st tier (
Challenge
DC
Area
(less than 1 hour)

Inscribed on this secret compartment are magical runes charged with a flame strike spell that activates whenever a creature attempts to open it.

Spell Solve. Dispel magic (and a DC 8 spellcasting ability check) or any other effect that negates magic destroys this trap. A critical on the spellcasting ability check results in a critical success.

Trap. This trap can be found by a creature observing the compartment with an Investigation check or while under the effects of detect magic (which reveals an aura of evocation magic). If the trap is not detected, it automatically triggers a critical failure.

Possible Solutions

Any creature can activate the glyph by opening the compartment—including conjured animals like familiars or trained animal companions able to manipulate objects. One of the PCs may choose to put themselves in danger, gaining inspiration if they succeed on their saving throw against the effect as the rest of the party remains at a safe distance.

Critical Failure: The adventurers trigger the trap and a 10-foot radius 40-foot high cylinder of divine flame erupts around the compartment. Creatures in the area make a Dexterity saving throw with disadvantage , taking 14 (4d6) fire damage and 14 (4d6) radiant damage on a failure or half damage on a success.

Failure: As a critical failure, but the Dexterity saving throw is not made with disadvantage.

Success: The adventurers avoid or disarm the trap, or activate it from a safe distance.

Critical Success: The adventurers disarm the trap. Everyone in the party gains inspiration.