Magical Effects; Environmental Effects

Source: Eberron: Rising from the Last War p. 220

Environmental Effects

dice: [](magical-effects-environmental-effects-erlw.md#^environmental-effects)

dice: d8Effect
1Healing spells are impeded here. Any spell that restores hit points does so as if it were cast at a level one lower than the spell slot expended. A spell cast using a 1st-level slot restores no hit points.
2A character who casts a spell must make a Constitution saving throw against the character’s own spell save DC. On a failed save, the character takes psychic damage equal to the spell’s level and gains one level of exhaustion.
3Any Medium humanoid that dies in the area reanimates as a zombie at the start of its next turn. The zombie is under the DM’s control.
4The area is affected by a silence spell.
5Each creature that enters the area is affected by an enlarge/reduce spell, with an equal chance for each effect. The effect lasts until the creature leaves the area.
6The pull of gravity is lessened. Creatures can jump twice the normal distance in any direction, and everything effectively weighs half its actual weight.
7All creatures are linked to every other creature in the area as if by the telepathy spell.
8A creature that casts a spell of 1st level or higher in the area rolls on the Wild Magic Surge table in chapter 3 of the “Player’s Handbook”.
^environmental-effects