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Obstacle/Hazard
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Effect
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Acid tank
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1d6 damage per round, or 10d6 per round for total immersion; plus poison fumes.
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Antimagic field
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Negates all spells or magical effects.
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Dimensional anchor trap
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Blocks bodily extradimensional travel.
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Hurricane-force winds
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Ranged attacks impossible, flight virtually impossible.
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Lava pit
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2d6 damage per round, or 20d6 per round for total immersion; plus continuing damage.
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Permanent prismatic sphere
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Requires seven different spells to bypass.
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Permanent solid fog
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Move at one-tenth normal speed, –2 penalty on attack and damage (good when coupled with incorporeal monsters).
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Permanent wall of force
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Blocks most spells and ethereal travel, can’t be dispelled.
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Three-dimensional dungeons
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Levitation/flying required to move between areas.
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Unconnected rooms
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Teleportation required to move between areas.
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Variable gravity
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As reverse gravity, but direction random each round.
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