Party Blind
D&D Dungeons and Dragons fantasy art.

The castle walls surrounding you in the yard are crumbled mounds enshrouded in grass and wild plants. Shuffling through the overgrown foliage that is covering a small, deteriorated statue that sits in this open ward, you unveil a crystal. A clear glass gem, that is rough and jagged. Highly priced versus other gems because it’s so pure in form: when comparing the hardness, refractive index, durability and fluorescence – crystals are much different than gems – and you know this. The way it glistens, shines, it’s so mesmerizing and alluring. It seems to be sitting on the lap of the statue that is unidentifiable because it’s so eroded. You reach for it. A brilliant light blinds you and all watching!

Magic trap. On touch, else too close, it instantly lights up bright. All within 20 feet must succeed on a DC 13 Constitution save throw or be blinded for 1 minute. 5 minutes if the affected were using darkvision. At the end of each turn an attempt for another save throw is allowed, and if successful, they are no longer blind. Note: if Detect Magic was used before the attempt, the Detect Magic would reveal an aura of abjuration magic on the crystal and can use Dispel Magic to disable it.

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