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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.

Spells as Natural Hazards

Natural HazardApproximate Spell
Ball lightningChromatic orb
BlizzardCone of coldice stormsleet storm
EarthquakeEarthquake
Falling debrisConjure barrageconjure volley
FloodControl watertsunami
FogFog cloud
Lava bombFireballproduce flame
LightningCall lightninglightning bolt
MeteorFireballmeteor swarm
MirageHallucinatory terrain
Pyroclastic flowIncendiary cloud
RadiationBlightcircle of death
SmokeFog cloud
St. Elmo’s fireFaerie fire
Swamp gasDancing lights
Tidal waveTsunami
Toxic eruptionAcid splash
Toxic gasCloudkillstinking cloud
ThunderThunderwave
Volcanic lightningStorm of vengeance
WhirlpoolControl water
WildfireFire stormwall of fire
WindstormGust of wind