{"index":"traps","children":[{"index":"traps-in-play","name":"Traps in Play","url":"/api/2014/rules/traps-in-play"},{"index":"sample-traps","name":"Sample Traps","url":"/api/2014/rules/sample-traps"}],"desc":"Traps can be found almost anywhere. One wrong step in an ancient tomb might trigger a series of scything blades, which cleave through armor and bone. The seemingly innocuous vines that hang over a cave entrance might grasp and choke anyone who pushes through them. A net hidden among the trees might drop on travelers who pass underneath. In a fantasy game, unwary adventurers can fall to their deaths, be burned alive, or fall under a fusillade of poisoned darts.\n\nA trap can be either mechanical or magical in nature. **Mechanical traps** include pits, arrow traps, falling blocks, water-filled rooms, whirling blades, and anything else that depends on a mechanism to operate. **Magic traps** are either magical device traps or spell traps. Magical device traps initiate spell effects when activated. Spell traps are spells such as *glyph of warding* and *symbol* that function as traps.","name":"Traps","parent":{"index":"adventuring","name":"Adventuring","url":"/api/2014/rules/adventuring"},"updated_at":"2026-09-24T21:12:35.682Z","url":"/api/2014/rules/traps"}