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Chaos Crystals

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

A cyclone of flame and frost engulfs the area.

A pair of crystals suffused with elemental energy orbit one another in the center of the area. Surrounding them is a 60-foot-radius, opaque, spherical cyclone of fire and ice. The cyclone spreads around corners but may be contained by at least 1 foot of stone. The area inside the cyclone is difficult terrain . A creature triggers a Critical Failure when it enters the area for the first time on a turn or starts its turn inside the area. Nonmagical objects that are not worn or carried are destroyed when they enter the cyclone.

Exploration. A creature that makes an Arcana or Nature check recognizes that the energy is magical or elemental in nature. An Investigation check reveals that the energy emanates from a central point.

Eye of the Cyclone. A creature that reaches the center of the cyclone discovers a 5-foot-diameter area of safety. In the middle of this area, two elemental crystals are locked together in a close orbit. A creature that makes an Arcana check determines that mental power might be able to control the crystals.

A creature that touches one of the crystals, or starts its turn holding a crystal, triggers a Failure. Together, the crystals are treated as a single object with AC 20, 60 hit points, and immunity to all damage except bludgeoning, slashing, and force damage. Destroying the crystals triggers a Success; each attack against the crystals that doesn’t destroy them outright triggers a Failure.

Magical Effect. This is a magical effect created by evocation magic. Casting dispel magic on the crystals while within the eye requires a spellcasting ability check and triggers a Success.

Possible Solutions
  • A creature can make a Strength or thieves’ tools check to remove a crystal from its orbit.
  • A creature within 5 feet of the crystals can make an Intelligence check to mentally separate the crystals.

Potential Outcomes

Critical Failure. The creature makes a Strength saving throw . On a failure, it takes 27 (5d10) fire damage and 27 (5d10) cold damage, is pushed 30 feet away from the center of the cyclone, and is knocked prone . On a success, it takes half damage and is not pushed or knocked prone.

Failure. As a Critical Failure, but the creature takes either the fire or cold damage, not both.

Success. The crystals’ connection is weakened . Another Success counts as a Critical Success.

Critical Success. The crystals are separated, and the trap is disabled. While the crystals are small, they are difficult to move: as an action, a creature can make a Strength to move a crystal physically or an Intelligence check to move a crystal using mental power. If the crystals are reunited, the trap resets.