A hazard is an environmental danger. Common hazards are listed below.
# Burning
A burning creature or object takes 1d4 Fire damage at the start of each of its turns. As an action, you can extinguish fire on yourself by giving yourself the [[Conditions#Prone|Prone]] condition and rolling on the ground.
The fire also goes out if it is doused, submerged, or suffocated.
# Dehydration
A creature requires an amount of water per day based on its size, as shown in the **Water Needs per Day Table**. A creature that drinks less than half the required water for a day gains 1 [[Conditions#Exhaustion|Exhaustion]] level at the day's end. Exhaustion caused by dehydration can't be removed until the creature drinks the full amount of water required for the day.
**Water Needs per Day**
| Size | Water |
| ---------- | ---------- |
| Tiny | ¼ gallon |
| Small | 1 gallon |
| Medium | 1 gallon |
| Large | 4 gallons |
| Huge | 16 gallons |
| Gargantuan | 64 gallons |
# Falling
A creature that falls takes 1d6 Bludgeoning damage at the end of the fall for every 10 feet it fell, to a maximum of 20d6. When the creature lands, it has the [[Conditions#Prone|Prone]] condition unless it avoids taking any damage from the fall.
A creature that falls into water or another liquid can use its Reaction to make a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check to hit the surface head or feet first. On a successful check, any damage resulting from the fall is halved.
## Falling onto a Creature (TCE)
This rule is taken from _Tasha's Cauldron of Everything_, page 170 \[[[D&D 5e TCOE.pdf#page=172|link]]].
If a creature falls into the space of a second creature and neither of them is Tiny, the second creature must succeed on a DC 15 Dexterity saving throw or be impacted by the falling creature, and any damage resulting from the fall is divided evenly between them. The impacted creature is also knocked [[Conditions#prone|Prone]], unless it is two or more sizes larger than the falling creature.
## Rate of Falling (XGE)
This rule is taken from _Xanathar's Guide to Everything_, page 77 \[[[D&D 5e XGTE.pdf#page=78|link]]].
The rule for falling assumes that a creature immediately drops the entire distance when it falls. But what if a creature is at a high altitude when it falls, perhaps on the back of a griffon or on board an airship? Realistically, a fall from such a height can take more than a few seconds, extending past the end of the turn when the fall occurred. If you'd like high-altitude falls to be properly time-consuming, use the following optional rule.
When you fall from a great height, you instantly descend up to 500 feet. If you're still falling on your next turn, you descend up to 500 feet at the end of that turn. This process continues until the fall ends, either because you hit the ground or the fall is otherwise halted.
## Flying Creatures and Falling (XGE)
This rule is taken from _Xanathar's Guide to Everything_, page 77 \[[[D&D 5e XGTE.pdf#page=78|link]]].
A flying creature in flight falls if it is knocked [[Conditions#Prone|Prone]], if its Speed is reduced to 0 feet, or if it otherwise loses the ability to move, unless it can hover or it is being held aloft by magic, such as the _Fly_ spell.
If you'd like a flying creature to have a better chance of surviving a fall than a non-flying creature does, use this rule: subtract the creature's current flying speed from the distance it fell before calculating falling damage. This rule is helpful to a flier that is knocked Prone but is still conscious and has a current flying speed that is greater than 0 feet. The rule is designed to simulate the creature flapping its wings furiously or taking similar measures to slow the velocity of its fall.
If you use the rule for rate of falling in the previous section, a flying creature descends 500 feet on the turn when it falls, just as other creatures do. But if that creature starts any of its later turns still falling and is prone, it can halt the fall on its turn by spending half its flying speed to counter the Prone condition (as if it were standing up in midair).
# Malnutrition
A creature needs an amount of food per day based on its size, as shown in the **Food Needs per Day Table**. A creature that eats but consumes less than half the required food for a day must succeed on a DC 10 Constitution saving throw or gain 1 [[Conditions#Exhaustion|Exhaustion]] level at the day's end. A creature that eats nothing for 5 days automatically gains 1 Exhaustion level at the end of the fifth day, as well as an additional level at the end of each subsequent day without food.
Exhaustion caused by malnutrition can't be removed until the creature eats the full amount of food required for a day.
**Food Needs per Day**
| Size | Food |
| ---------- | --------- |
| Tiny | ¼ pound |
| Small | 1 pound |
| Medium | 1 pound |
| Large | 4 pounds |
| Huge | 16 pounds |
| Gargantuan | 64 pounds |
# Suffocation
A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds) before suffocation begins. When a creature runs out of breath or is choking, it gains 1 [[Conditions#Exhaustion|Exhaustion]] level at the end of each of its turns. When a creature can breathe again, it removes all levels of Exhaustion it gained from suffocating.
# Dungeon Hazards
This section is taken from the _Dungeon Master's Guide_, pages 76 – 79 \[[[D&D 5.5E DMG.pdf#page=80|link]]].
The _Player's Handbook_ describes common hazards that adventurers encounter, such as falling and dehydration. This section details some unusual hazards you can add to a location to make it more challenging.
## Severity and Level
Each hazard in this section is designated as a nuisance or deadly for characters of certain levels. A nuisance hazard is unlikely to seriously harm characters of the indicated levels, whereas a deadly hazard can grievously damage characters of the indicated levels.
Use caution when introducing a hazard to characters of a level lower than the hazard's level range. A character that is a nuisance at one level range could be deadly to characters in the next-lower range.
## Example Hazards
Hazards are presented in alphabetical order.
### Brown Mould
_Deadly Hazard (Levels 5 – 10) or Nuisance Hazard (Levels 11 – 16)_
Brown mould resembles a furry, light-brown carpet. This fungus feeds on warmth, drawing heat from anything around itself. One patch of brown mould covers a 10-foot square, and the temperature within 30 feet of it is always frigid.
When a creature enters a space within 5 feet of the mould for the first time on a turn or starts its turn there, the creature makes a DC 12 Constitution saving throw, taking 22 (4d10) Cold damage on a failed save or half as much damage on a successful one.
Brown mould has Immunity to Fire damage, and any source of fire brought within 5 feet of it causes the mould to instantly expand across a surface and toward the fire, creating a new patch that covers a 10-foot square. A patch of brown mould exposed to an effect that deals any amount of Cold damage is destroyed instantly.
### Fireball Fungus
_Deadly Hazard (Levels 5 – 10)_
A fireball fungus is a Small, inanimate mushroom that can grow anywhere fungi are found in abundance. Its luminous, orange cap sheds [[Cover and Perception#Bright Light|Bright Light]] in a 15-foot radius and [[Cover and Perception#Dim Light|Dim Light]] for an additional 15 feet.
A fireball fungus has AC 10, HP 6, and Immunity to Psychic damage. When it drops to 0 Hit Points, the fungus explodes as if a [Fireball](https://www.dndbeyond.com/spells/2618887-fireball) spell (save DC 15) had been centred on it.
**_At Higher Levels._** The explosion of a fireball fungus causes other fireball fungi in the area of effect to explode as well. You can scale the hazard for higher levels by adding one additional fungus at levels 11 – 16 or three additional fungi at levels 17 – 20.
### Green Slime
_Nuisance Hazard (Levels 1 – 4)_
Acidic green slime devours flesh, organic material, and metal on contact. Bright green, wet, and sticky, it clings to walls, floors, and ceilings in patches.
One patch of green slime covers a 5-foot square. Green slime has [[Cover and Perception#Blindsight|Blindsight]] with a range of 30 feet, and it drops from walls and ceilings when it detects movement below itself. Beyond that, it can't move. A creature aware of the slime's presence can avoid being struck by it with a successful DC 10 Dexterity saving throw.
A creature that comes in contact with green slime takes 5 (1d10) Acid damage. The creature takes the damage again at the start of each of its turns until the slimed is scraped off (requiring an action) or destroyed. Against wood or metal, green slime deals 11 (2d10) Acid damage each round, and any nonmagical wood or metal item used to scrape off the green slime is destroyed.
Direct sunlight or any amount of Cold, Fire, or Radiant damage destroys a patch of green slime.
### Inferno
_Deadly Hazard (Levels 5 – 10) or Nuisance Hazard (Levels 11 – 16)_
Whenever an uncontrolled fire spreads, it can create an inferno that quickly engulfs creatures, objects, and vegetation.
An inferno consists of at least four contiguous 10-foot [[Shapes#Cube|Cubes]] of fire. Each of the inferno's 10-foot Cubes can be doused with 10 gallons of water. Exposure to a strong wind for 1 minute causes the inferno to grow, adding 1d4 new 10-foot Cubes to its volume. An inferno deprived of fuel burns itself out after 1d10 minutes.
An inferno damages any vegetation or object that isn't being worn or carried that it touches, dealing 22 (4d10) Fire damage immediately and again at the end of each minute. Any creature that enters the inferno for the first time on a turn or starts its turn there takes 22 (4d10) Fire damage and is [[Hazards#Burning|burning]].
### Poisonous Gas
_Nuisance Hazard (Levels 1 – 4)_
Poisonous gas is usually encountered in an enclosed space, such as a sewer or sealed tomb. The gas fills as much space as it can, up to a maximum of ten 10-foot [[Shapes#Cube|Cubes]]. The transparent gas carries a foul odour. The gas is continuously or periodically replenished by some natural or magical source, though a strong wind disperses the gas for 1 minute.
Any creature that enters poisonous gas for the first time on a turn or starts its turn there makes a DC 12 Constitution saving throw, taking 5 (1d10) Poison damage on a failed save or half as much damage on a successful one. Creatures in the gas also have Disadvantage on Death Saving Throws.
**_At Higher Levels._** You can scale the hazard for higher levels by increasing the Poison damage and the save DC, as shown in the following table.
| Levels | Poison Damage | Save DC |
| ------- | ------------- | ------- |
| 5 – 10 | 11 (2d10) | 14 |
| 11 – 16 | 22 (4d10) | 16 |
| 17 – 20 | 55 (10d10) | 18 |
### Quicksand Pit
_Nuisance Hazard (Levels 1 – 4)_
A quicksand pit is 10 feet deep and covers the ground in a 10-foot square. A creature that enters the area sinks 1d4 + 1 feet into the quicksand and has the [[Conditions#Restrained|Restrained]] condition. At the start of each of the creature's turns, it sinks another 1d4 feet. As long as the creature isn't completely submerged in quicksand, it can take an action to try to escape, doing so with a successful Strength (Athletics) check (DC 10 + the number of feet the creature has sunk into the quicksand). A creature that is completely submerged in quicksand has [[Cover and Perception#Cover|Total Cover]] and the [[Conditions#Blinded|Blinded]] condition and risks [[Hazards#Suffocation|suffocation]].
A creature can pull another creature within its reach out of a quicksand pit by taking an action and succeeding on a Strength (Athletics) check (DC 5 + the number of feet the creature has sunk into the quicksand.)
**_At Higher Levels._** You can scale this hazard for higher levels by making the pit deeper and increasing the number of feet a creature sinks at the start of each of its turns, as shown in the following table.
| Levels | Pit Depth | Sinking Rate |
| ------- | --------- | ------------ |
| 5 – 10 | 15 feet | 1d6 feet |
| 11 – 16 | 20 feet | 1d8 feet |
| 17 – 20 | 30 feet | 1d10 feet |
### Razorvine
_Nuisance Hazard (Levels 1 – 4)_
Razorvine is a plant that grows in wild tangles and hedges. It also clings to the sides of buildings and other surfaces as ivy does. A 10-foot-high, 10-foot-wide, 5-foot-thick wall or hedge of razorvine has AC 11; HP 25; and Immunity to Bludgeoning, Piercing, and Psychic damage.
When a creature comes into contact with razorvine for the first time on a turn, the creature must succeed on a DC 10 Dexterity saving throw or take 5 (1d10) Slashing damage from the bladelike thorns.
### River Styx
_Nuisance Hazard (Levels 11 – 16)_
The River Styx courses through the Lower Planes. Tasting or touching its waters can shatter a creature's intellect and personality, as well as strip away its memories. Certain Fiends are immune to the river's effects.
Unless immune to the river's effects, a creature that drinks from the Styx, enters the river, or starts its turn in the river makes a DC 20 Intelligence saving throw. On a failed save, the creature takes 19 (3d12) Psychic damage and can't cast spells or take the [[Actions#Magic|Magic]] action for 30 days. An affected creature can drink from the Styx and swim in its waters without suffering any additional effects.
The effect can be ended only by the _Greater Restoration_, _Heal_, or _Wish_ spell. If the effect isn't ended after 30 days, the effect becomes permanent, and the creature loses all its memories. At that point, nothing short of a _Wish_ spell or divine intervention can undo the effect.
Water taken from the River Styx loses its potency after 24 hours, becoming a harmless, foul-tasting liquid. Arcanaloths, night hags, and other fell creatures might know rituals that can prolong the water's potency, at your discretion.
### Rockslide
_Deadly Hazard (Levels 1 – 4)_
When a rockslide occurs, every creature in its path makes a DC 15 Dexterity saving throw. On a failed save, a creature takes 11 (2d10) Bludgeoning damage, has the [[Conditions#Prone|Prone]] condition, and moves with the rockslide. On a successful save, a creature takes half as much damage only.
When the rockslide stops, its space becomes Difficult Terrain, and all Prone creatures in its space are buried under rocks and debris. A creature buried in this way has the [[Conditions#Restrained|Restrained]] condition and has [[Cover and Perception#Cover|Total Cover]]. As an action, a creature can try to crawl out from under the rock pile. If the creature succeeds on a DC 15 Strength (Athletics) check, it is no longer Restrained; instead, it has the Prone condition and is atop the rock pile. If the check fails, the creature remains buried and gains 1 [[Conditions#Exhaustion|Exhaustion]] level.
A creature that has neither the [[Conditions#Incapacitated|Incapacitated]] or the Restrained condition can spend 1 minute freeing another creature buried by the rockslide.
**_At Higher Levels._** You can scale this hazard for higher levels by increasing the Bludgeoning damage as follows: 22 (4d10) at levels 5 – 10, 55 (10d10) at levels 11 – 16, and 99 (18d10) at levels 17 – 20.
### Vicious Vine
_Nuisance Hazard (Levels 1 – 4)_
Vicious vines are animated by magic. They often cling to doorways, archways, walls, and statuary. Until a vicious vine moves, there's nothing to distinguish it from an inanimate vine.
Each vicious vine has AC 11; HP 16; and Immunity to Bludgeoning, Piercing, and Psychic damage. When a creature enters a space within 5 feet of the vine for the first time on a turn or starts its turn there, the vine tries to coil around that creature. The target must succeed on a DC 12 Dexterity saving throw or have the [[Conditions#Grappled|Grappled]] condition (escape DC 12). While Grappled in this way, the target takes 5 (1d10) Necrotic damage from the vine's life-draining thorns at the start of each of the target's turns. The vine can grapple only one creature at a time.
As an [[Actions#Influence|Influence]] action, a character under the effect of a _Speak with Plants_ spell or similar magic can try to persuade the vine to release its victim, doing so with a successful DC 10 Charisma (Persuasion) check. A creature released by the vine in this way won't be attacked by that vine again for the next 24 hours.
**_At Higher Levels._** You can scale the hazard for higher levels by increasing the Necrotic damage, the save DC, and the escape DC, as shown in the following table.
| Levels | Necrotic Damage | Save/Escape DC |
| ------- | --------------- | -------------- |
| 5 – 10 | 11 (2d10) | 14 |
| 11 – 16 | 22 (4d10) | 16 |
| 17 – 20 | 55 (10d10) | 18 |
### Webs
_Nuisance Hazard (Levels 1 – 4)_
Giant spiders weave thick, sticky webs across passages and at the bottom of pits to snare prey. These web-filled areas are Difficult Terrain.
A creature that enters a web-filled area for the first time on a turn or starts its turn there must succeed on a DC 12 Dexterity saving throw or have the [[Conditions#Restrained|Restrained]] condition. As an action, a creature Restrained by the webs can try to escape from them, doing so with a successful DC 12 Strength (Athletics) or Dexterity (Acrobatics) check.
Each 10-foot [[Shapes#Cube|Cube]] of webs has AC 10; HP 15; Vulnerability to Fire damage; and Immunity to Piercing, Poison, and Psychic damage.
### Yellow Mould
_Deadly Hazard (Levels 1 – 4) or Nuisance Hazard (Levels 5 – 10)_
Yellow mould grows in dark places, and one patch covers a 5-foot square. If touched, the mould ejects a cloud of spores that fills a 10-foot [[Shapes#Cube|Cube]]. Any creature in that area must succeed on a DC 15 Constitution saving throw or take 11 (2d10) Poison damage and have the [[Conditions#Poisoned|Poisoned]] condition for 1 minute. While Poisoned in this way, the creature takes 5 (1d10) Poison damage at the start of each of its turns. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success.
Direct sunlight or any amount of Fire damage destroys a patch of yellow mould.
# Environmental Effects
This section is taken from the _Dungeon Master's Guide_, pages 68 – 69 \[[[D&D 5.5E DMG.pdf#page=72|link]]].
Characters crossing a frigid tundra might suffer the effects of extreme cold, while a visit to a cloud giant's castle might subject characters to the effects of high altitude. The following sections provide rules for handling these and other environmental effects.
### Dead Magic Zone
A dead magic zone is an area where the fabric of magic is torn. The effect is the same as the _[Antimagic Field](https://www.dndbeyond.com/spells/2618860-antimagic-field)_ spell, except that it is permanent and typically covers an area no more than 300 feet in diameter.
### Deep Water
Swimming through deep water (more than 100 feet deep) presents additional challenges because of the water's pressure and cold temperature. After each hour of swimming in deep water, a creature that lacks a Swim Speed must succeed on a DC 10 Constitution saving throw or gain 1 [[Conditions#Exhaustion|Exhaustion]] level.
### Extreme Cold
When the temperature is 0 degrees Fahrenheit or lower, a creature exposed to the extreme cold must succeed on a DC 10 Constitution saving throw at the end of each hour or gain 1 [[Conditions#Exhaustion|Exhaustion]] level. Creatures that have Resistance or Immunity to Cold damage automatically succeed on the save.
### Extreme Heat
When the temperature is 100 degrees Fahrenheit or higher, a creature exposed to the extreme heat and without access to drinkable water must succeed on a Constitution saving throw at the end of each hour or gain 1 [[Conditions#Exhaustion|Exhaustion]] level. The DC is 5 for the first hour and increases by 1 for each additional hour. Creatures wearing Medium or Heavy armour have Disadvantage on the save. Creatures that have Resistance or Immunity to Fire damage automatically succeed on the save.
### Frigid Water
A creature can be immersed in frigid water for a number of minutes equal to its Constitution score before suffering any ill effects. Each additional minute spend in frigid water requires the creature to succeed on a DC 10 Constitution saving throw or gain 1 [[Conditions#Exhaustion|Exhaustion]] level. Creatures with Resistance or Immunity to Cold damage automatically succeed on the save, as do creatures that are naturally adapted to living in ice-cold water.
### Heavy Precipitation
Everything within an area of heavy rain or heavy snowfall is [[Cover and Perception#Lightly Obscured|Lightly Obscured]], and creatures in the area have Disadvantage on all Wisdom (Perception) checks. Heavy rain also extinguishes open flames.
### High Altitude
Travelling at altitudes of 10 000 feet or higher above sea level is taxing for most creatures because of the reduced amount of oxygen in the air. Each hour such a creature spends travelling at high altitude counts as 2 hours for the purpose of determining how long that creature can travel.
Creatures can become acclimated to a high altitude by spending 30 days or more at this elevation. Creatures can't become acclimated to elevations above 20 000 feet unless they are native to such environments.
### Planar Effects
Certain planes of existence – and areas on the Material Plane affected by them – have supernatural effects on creatures within them. Several examples are presented below.
#### Acheronian Bloodlust
The plane of Acheron rewards a creature for harming other creatures by imbuing it with the strength to keep fighting. While in Acheron or a region under its influence, a creature gains Temporary Hit Points equal to half its Hit Point maximum whenever it reduces another creature to 0 Hit Points.
#### Arcadian Vitality
On the plane of Arcadia and in regions where its influence is felt, creatures benefit from supernatural vitality, which grants them Immunity to the [[Conditions#Frightened|Frightened]] and [[Conditions#Poisoned|Poisoned]] conditions.
#### Blessed Beneficence
On the plane of Mount Celestia and in regions where its influence is felt, creatures are blessed by the pervasive beneficence of the plane. Creatures other than Fiends and Undead gain the benefit of the _Bless_ spell as long as they remain in an area of blessed beneficence. In addition, such a creature that finishes a Long Rest in the area gains the benefit of a _Lesser Restoration_ spell.
#### Gehennan Cruelty
On the plane of Gehenna and in regions where its influence is felt, creatures are driven to loathe helping one another. Whenever a creature subject to Gehennan cruelty casts a spell that restores Hit Points or removes a condition other than [[Conditions#Invisible|Invisible]], the caster must succeed on a DC 10 Charisma saving throw, or the spell fails and is wasted.
#### Winds of Pandemonium
The winds of Pandemonium are common in Pandemonium and regions where its influence is felt, including parts of the Underdark. A creature makes a DC 10 Wisdom saving throw after each hour spent among the howling winds. On a failed save, the creature gains 1 [[Conditions#Exhaustion|Exhaustion]] level. The winds can't increase a creature's Exhaustion level above 3. Finishing a [[Resting#Long Rest|Long Rest]] doesn't reduce a creature's Exhaustion level unless the creature can somehow escape the winds.
### Slippery Ice
Slippery ice is Difficult Terrain. A creature that moves onto slippery ice for the first time on a turn or starts its turn there must succeed on a DC 10 Dexterity saving throw or have the [[Conditions#Prone|Prone]] condition.
### Strong Wind
Strong wind imposes Disadvantage on ranged attack rolls with weapons. It also extinguishes open flames and disperses fog. A flying creature in a strong wind must land at the end of its turn or [[#Falling|fall]].
A strong wind in a desert can create a sandstorm that imposes Disadvantage on Wisdom (Perception) checks.
### Thin Ice
Thin ice has a weight tolerance of 3d10 × 10 pounds per 10-foot-square area. Whenever the total weight on an area of thin ice exceeds its tolerance, the ice in that area breaks. All creatures on broken ice fall through. Below the ice is [[#Frigid Water|frigid water]].
### Wild Magic Zone
A past magical disaster or uncontrolled surge of power in a particular place can cause the fabric of magic to unravel, creating a wild magic zone. In such an area, which is typically no more than 300 feet in diameter, magic behaves unpredictably.
Whenever a creature expends a spell slot to cast a spell in a wild magic zone, roll 1d20. If you roll a 20 on the die, roll on the **Wild Magic Surge** table in the _Player's Handbook_ ([[D&D 5.5E PHB.pdf#page=149|page 150]]) to create a magical effect.
# Avalanches
This section is taken from _Tasha's Cauldron of Everything_, page 169 \[[[D&D 5e TCOE.pdf#page=171|link]]].
A typical avalanche (or rockslide) is 300 feet wide, 150 feet long, and 30 feet thick. Creatures in the path of an avalanche can avoid it or escape it if they're close to its edge, but outrunning one is almost impossible.
When an avalanche occurs, all nearby creatures must roll initiative. Twice each round, on initiative counts 10 and 0, the avalanche travels 300 feet until it can travel no more. When an avalanche moves, any creature in its space moves along with it and falls [[Conditions#Prone|Prone]], and the creature must make a DC 15 Strength saving throw, taking 1d10 Bludgeoning damage on a failed save, or half as much damage on a successful one.
When an avalanche stops, the snow and other debris settle and bury creatures. A creature buried in this way is [[Conditions#Blinded|Blinded]] and [[Conditions#Restrained|Restrained]], and it has [[Cover and Perception#Cover|Total Cover]]. The creature gains 1 level of [[Conditions#Exhaustion|Exhaustion]] for every 5 minutes it stays buried. It can try to dig itself free as an action, breaking the surface and ending the Blinded and Restrained conditions on itself with a successful DC 15 Strength (Athletics) check. A creature that fails this check three times can't attempt to dig itself out again.
A creature that is not Restrained or [[Conditions#Incapacitated|Incapacitated]] can spend 1 minute freeing a buried creature. Once free, that creature is no longer Blinded or Restrained by the avalanche.
# Spell Equivalents of Natural Hazards (TCE)
This section is taken from _Tasha's Cauldron of Everything_, page 170 \[[[D&D 5e TCOE.pdf#page=172|link]]].
Numerous spells emulate the wrath of nature, and you can use spell effects to represent a variety of natural hazards. The **Spells as Natural Hazards Table** presents some common environmental dangers and the spells you may use to approximate them.
**Spells as Natural Hazards**
| 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 |