Items given by Navara:
- Gemstones containing spells.
- 2x Knock
- 2x Silence (to be used in conjunction with Knock)
- 2x Dispel Magic
Abjuration spells with components:
- Cantrips:
- Blade Ward (Cantrip) - Resistance to bludgeoning, piercing, and slashing damage
- Resistance (Cantrip) - Add d4 to one saving throw
- Material: Miniature cloak
- Leveled:
- Absorb Elements
- Alarm
- Materials: Tiny bell and a piece of fine silver wire
- Armor of Agathys
- Material: A cup of water
- Ceremony
- Materials: 25gp of powdered silver, which the spell consumes
- Mage Armor
- Arcane Lock
- Materials: Gold dust worth at least 25gp, which the spell consumes
- Warding Bond
- Counterspell
- Dispel Magic
- Detect Magic (technically divination)
- Glyph of Warding
- Used to make Rugs on 1st Floor
- Also if no pass-phrase: Glyphs that make explosions etc.
- Magic Circle
- Part of Countermeasure testing?
- Nondetection
- Protection from Enerrgy
- Banishment
- .
- Circle of Power
- Used as part of ritual circles. Large ritual circles are probably a Circle of Power
- Dispel Evil and Good
- Forbiddance
- Prevents teleportation. Permanent effect. Crystals Moretti has allows by-pass specifically at her teleportation circle
- Guards and Wards
- Cast to cover entire area. Permanent effect
- All doors affected by Arcane Lock - unless specifically taken off them.
Floor by Floor
Main types of traps (causes):
- Magical Glyphs
- Magical Sigils
- Non-magical pressure plates
- Traps that react to magic being used
- Traps that react by being seen or heard. (i.e. trigger if someone comes into view)
Main types of effects:
- Explosions etc
- Dispel magic or counterspell is cast in response to spell being cast
- Animates objects
- Teleportation
- Many glyphs, sigils, etc placed around the area. If one does not give pass-phrases etc, they'll be active. If given pass-phrase, they'll deactivate for a time.
Specific Traps and Effects:
- Guards and Wards (permanent effect)
- Materials: Burning Incense. Small measure of brimstone and oil. Knotted string. Small amount of Umber Hulk blood. Small silver rod worth at least 10gp
- Effect covers entire tower.
- Causes all Doors to be locks as by Arcane Lock
- Arcane Lock: (Materials: 25gp of gold dust, consumed by spell). Becomes locked. Password to suppress spell for 1min. Knock suppresses Arcane Lock for 10 minutes. DC for forcing or breaking open door by force, or pick-locking it, increased by 10
- Causes Magic Mouth in several locations
- Components: Small bit of honeycomb. Jade dust worth 10gp which the spell consumes
- Triggers on audible or visual conditions within 30ft, which can be as general or detailed as one likes.
- Spell remains after effect is triggered, to trigger again later.
- Utters message of up to 25 words when trigger condition is met.
- Causes entire area to radiate magic.
- Forbiddance (permanent effect)
- Materials: Sprinkling of holy water. Rare incense. Powdered ruby worth at least 1000gp (which is consumed on last cast that makes effect permanent)
- Effect on entire tower, except magic circles where Containment experimentation is done?
- Prevents teleportation, including from other planes
- Undeads take 5d10 radiant damage per turn while in the field.
- Symbols (Glyphs hidden on surfaces or within objects)
- Glyph nearly invisible. REquires successful Investigaiton check against spell save DC to be found.
- Triggers can be anything. Can also set cases that prevents triggering, such as saying a password. Saying password to get through locked doors also disables glyphs temporarily on that floor.
- Glyph glows when triggered, filoling 60ft radius with dim light for 10 minutes. Each creature in the sphere when the glyph activates is targeted by its effect; as is a creature that enters the sphere for the first time on a turn or ends its turn there.
- Specific Effects:
- Death: Con Save. 10d10 necrotic damage on failed save; half on success.
- Discord: Con Save. On failed, the target bickers and argues with other creatures for 1 minute. In capable of meaningful communication and has disadvantage on attack rolls and ability checks.
- Fear: Wis Save. Frightened on failed save, causes target to drop whatever it is holding and must move at least 30 ft away from glyph on each turn if able.
- Hopelessness: Cha Save. On fail, will despair for 1 minute. Can't attack or target any creature with harmful abilities, spells, or other magical effects during this time. (no subsequent saves, it just lasts 1 minute)
- Insanity: Int save. On failed save, the target is driven insane for 1 minute. During this time, it can't take actions, can't understand what other creatures say, can't read, and speaks only gibberish. DM controls movements, which are erratic (roll to move in random direction)
- Pain: Con save. Becomes incapacitated with excrusiating pain for 1 minute on a failed save.
- Sleep: Wis save. Falls unconscious for 10 minutes on failed save. Awoken if they take damage or someone uses an action to shake or slap them awake
- Stunning: Wis save or become stunned for 1 minute on failed save.
- Glyph of Wardings (Glyph on surface or within object that can be closed, that explodes or casts another spell. Spells can summon creatures. If concentration, lasts maximum duration)
- Glyph nearly invisible. REquires successful Investigaiton check against spell save DC to be found.
- Triggers can be anything. Can also set cases that prevents triggering, such as saying a password. Saying password to get through locked doors also disables glyphs temporarily on that floor.
- Specific Effects:
- Explosion version: Deals 5d8 acid, cold, fire, lightning, or thunder damage on failed DEX save. Half on Success.
- (Spell) Animate Objects (Rugs): Animates Rugs into Rugs of Smoldering
- (Spell) Conjure Minor Elementals
- (Spell) Summon Construct
- Physical Pressure plates:
- Pressure plates with Glyphs of Wardings hidden underneath, triggered off the pressure plate being pressed. Used to prevent magic detection from being potentially able to discern where all the glyphs are.
Floor 0
- No traps. Under effect of Forbiddance, but not Guards and Wards.
Floor 1
- Components are prepared here. Often with the help of apprentices. Raw materials are taken and made into components through distilling, extraction, dissolving, crushing, curing, preserving, etc.
- Door to floor 1:
- Magic Mouth triggers when approaching door. “You're approaching a restricted area. Show the Headmistress' approval of your visit, or risk being forcefully removed”
- Touching door handle without either casting Knock on it or saying password:
- Glyph of Warding (Suggestion): Wisdom Save. “This was a bad idea. You should immediately go confess what you were trying to do to the Headmistress.”
- Door is locked with Arcane Lock on it. DC25 to picklock. AC28 to destroy - failure once means you're unable to break it.
- First part: “Trap”/Sensor that triggers right before entering first portion of private area. Will trigger an audible message warning that the area is only for the Headmistress and her personally invited guests. Anyone seeking to intrude will be forcefully removed." - There's a spell that does this. Figure out which one it is.
- Taking another step will trigger a 2nd trap aimed at incapacitating people. - Sleep? Sleep will probably not do anything, so maybe something that'll actually potentially affect one or more members of the party?