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: d8 | Effect |
|---|---|
| 1 | Healing 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. |
| 2 | A 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. |
| 3 | Any 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. |
| 4 | The area is affected by a silence spell. |
| 5 | Each 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. |
| 6 | The pull of gravity is lessened. Creatures can jump twice the normal distance in any direction, and everything effectively weighs half its actual weight. |
| 7 | All creatures are linked to every other creature in the area as if by the telepathy spell. |
| 8 | A 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 |