1. Abilities

Natural Hazard

This section describes a few examples of hazards that adventurers might encounter in the wilderness.

Detecting a Hazard. No ability check is required to spot a hazard unless it is hidden. A hazard that resembles something benign, such as a patch of slime or mold, can be correctly identified with a successful Intelligence (Nature) check. Use the guidelines in chapter 8 to set an appropriate DC for any check made to spot or recognize a hazard.

Some hazards, such as slippery ice and razorvine, require no ability check to spot. Others, such as defiled ground, are undetectable by normal senses. The other hazards presented here can be identified with a successful Intelligence (Nature) check. Use the guidelines in chapter 8 to set an appropriate DC for any check made to spot or recognize a hazard.

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Spells as Natural Hazards

Natural HazardApproximate Spell
Ball lightningChromatic orb
BlizzardCone of cold, ice storm, sleet storm
EarthquakeEarthquake
Falling debrisConjure barrage, conjure volley
FloodControl water, tsunami
FogFog cloud
Lava bombFireball, produce flame
LightningCall lightning, lightning bolt
MeteorFireball, meteor swarm
MirageHallucinatory terrain
Pyroclastic flowIncendiary cloud
RadiationBlight, circle of death
SmokeFog cloud
St. Elmo’s fireFaerie fire
Swamp gasDancing lights
Tidal waveTsunami
Toxic eruptionAcid splash
Toxic gasCloudkill, stinking cloud
ThunderThunderwave
Volcanic lightningStorm of vengeance
WhirlpoolControl water
WildfireFire storm, wall of fire
WindstormGust of wind