Traps Table
All Traps are triggered by a creature stepping onto its space.
Trap | Description |
---|---|
Chestnut Trap | Take 10 True Damage. |
Explosion Trap | Triggers the Move Explosion, treating you as the user. Halves the user's HP and the HP of allies in range. Deals 80 damage to enemies in range, regardless of stats. Fire Type Creatures take half of the damage they would take otherwise. Destroys unattended items, and special tiles within range. Cannot be used if it is Raining, or if a creature on the floor has the Ability Damp. |
Gust Trap | You are thrown 10 spaces in the direction you moved to step on this Trap. If you contact a wall or another Creature, both take 10 True Damage. |
Mud Trap | Roll 1d4. On a 1, gain -3 Stages of Attack. On a 2, gain -3 Stages of Special Attack. On a 3, gain -3 Stages of Defense. On a 4, gain -3 Stages of Special Defense. |
Pitfall Trap | You are moved to the next Floor. If on the final Floor of a Dungeon, you leave the Dungeon. You take 10 True Damage upon landing. |
Poison Trap | You become Poisoned. |
Creature Trap | When this Trap is triggered, all unattended items in the room (I.E. not in the Treasure Bag or being Held) transform into random Mysterious Creatures that appear on the floor. Disappears after activation. |
Seal Trap | Makes the last Move you used unusable until the next floor. |
Selfdestruct Trap | Triggers the Move Selfdestruct, treating you as the user. Self Destruct: Halves the user's HP and the HP of allies in range. Deals 50 True Damage to enemies in range. Fire Type creature take half of the damage they would take otherwise. Destroys all unattended items, and special tiles within range. Cannot be used if it is Raining, or if a creature on the floor has the Ability Damp. |
Slow Trap | You gain -1 to all Move Speeds until the next Floor. |
Slumber Trap | You fall Asleep. |
Spiked Tile | You take 20 True Damage. This Trap can be created by the Spikes Move. |
Spin Trap | You become Confused. Confused: Roll 1d8 to determine the direction you are facing (1 being up, going clockwise so the 8 is up and left diagonally) move 1d6-1 spaces in that direction if possible. On your turn roll 1d4 to randomly determine what Move you use against the nearest target. If there is no target in range of that move, the move misses. |
Stealth Rock | You take 12 Rock Type Damage. Has no effect on Rock type Mysterious Creatures. This Trap can be created by the Stealth Rocks Move. |
Summon Trap | When you trigger this Trap, roll 1d4. Warps that number of hostile Mysterious Creatures to spaces adjacent to the trap. |
Toxic Spikes | You take 10 True Damage and become Poisoned. If you were already Poisoned, become Badly Poisoned. This Trap can be created by the Toxic Spikes move. |
Trip Trap | Your Held Item falls in the adjacent space in the direction you were moving when you stepped on this Trap. |
Warp Trap | You are warped somewhere else on the floor. |
Sticky Trap | One random item in the Treasure Bag becomes Sticky. Sticky: This item cannot be used in any way until the Dungeon is cleared or a Cleanse Orb is used. |