Natural Hazard | Approximate Spell |
---|---|
Ball lightning | Chromatic orb |
Blizzard | Cone of cold, ice storm, sleet storm |
Earthquake | Earthquake |
Falling debris | Conjure barrage, conjure volley |
Flood | Control water, tsunami |
Fog | Fog cloud |
Lava bomb | Fireball, produce flame |
Lightning | Call lightning, lightning bolt |
Meteor | Fireball, meteor swarm |
Mirage | Hallucinatory terrain |
Pyroclastic flow | Incendiary cloud |
Radiation | Blight, circle of death |
Smoke | Fog cloud |
St. Elmo’s fire | Faerie fire |
Swamp gas | Dancing lights |
Tidal wave | Tsunami |
Toxic eruption | Acid splash |
Toxic gas | Cloudkill, stinking cloud |
Thunder | Thunderwave |
Volcanic lightning | Storm of vengeance |
Whirlpool | Control water |
Wildfire | Fire storm, wall of fire |
Windstorm | Gust of wind |
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.