Magical Door (Magic Door)

Doors are usually made of wood with metal trimmings. Some doors have locks; most have hinges, doorknobs or hasps, and occasionally brackets for supporting a heavy wooden bar. Magical doors may do nearly anything; some do not even look like doors.
As a general rule, doors are treated with indifference. You either bash them down, burn them, or spike them shut and then forget about them. However, doors have great possibilities for adding surprise and humor to your campaign. Use the table below to determine the type of door. Once the door type is learned, roll on the second table below to find the magical qualities (if any) of that door. 
Roll 	Type of Door
01-75	Ordinary door.
76-95	Door has an ability from table below.
96-00	Door has 1d4+1 abilities from table below.
Roll 	Ability Table 	01-09	Intelligent door. Alignment is:
 	01-11: Lawful Good 	 	
 	12-22: Lawful Neutral 	 	
 	23-33: Lawful Evil 	 	
 	34-44: Neutral Good 	 	
 	45-56: Neutral 	 	
 	57-67: Neutral Evil 	 	
 	68-78: Chaotic Good 	 	
 	79-89: Chaotic Neutral 	 	
 	99-00: Chaotic Evil 	 	
10-17	Door is wizard locked. 	 	
18-22	There is a trap or trap trigger on or behind the door. 	 	
23-26	Door is an illusion. 	 	
27-29	Door is actually a polymorphed monster that reverts to normal form when conditions are met (someone grabs doorknob, etc.). 	 	
30-31	As 27-29, but is a phantasmal force. 	 	
32-35	Upon hitting, touching, or opening door it turns into mud, sand, mire, dung, etc. 	 	
36-40	A siren goes off if doorknob is touched (attracting and/or warning monsters). 	 	
41-45	Doorknob casts fear spell if touched. 	 	
46-49	Doorknob falls off if touched. 	 	
50-54	Door is thief-proof. 	 	
55-59	The door itself contains treasure. 	 	
60-64	Door is twice as hard to bash open, unlock, etc. 	 	
65-68	Door falls off hinges when opened. 	 	
69-71	Door is rotten or poorly constructed: it splinters or falls apart when bashed. 	 	
72-74	Door has a knocker. 	 	
75-76	Trap door to pit under or behind door. 	 	
77-78	Door has multiple locks. 	 	
79-80	Door jamb on other side of door. 	 	
81-82	Open pit behind door. 	 	
83-84	There is a window set in the door: 30% chance that it gives a false image (no monsters, twice as many monsters, heap oâ€™ treasure, etc.)	 	
85-86	Stakes, caltrops, and/or set spears Waiting on other side of door (1 in 6 chance they are poisoned). 	 	
87-88	Stakes set in door so it canâ€™t be bashed open (10% chance that they are invisible). 	 	
89-90	After being bashed open, the door swings back fast. 	 	
91-92	Door swings open just before it is bashed. 	 	
93 	Has doorbell. 	 	
94 	Door is hinged on top. 	 	
95 	Door explodes if bashed. 	 	
96 	Save vs. spell or are paralyzed when touch door. 	 	
97 	Instant-setting contact glue on surface of door. 	 	
98 	Doorknob casts miscellaneous spell if touched. 	 	
99 	Doorknob gives disease if touched. 	 	
00 	Contact poison on doorknob. 	 	
Category:Encyclopedia Magica Magic Items
Category:Magic Items
Category:Magic Doors