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Sample Hazards
Accursed Pool (CR 3)
Bad Air (CR 1 or 4)
Dweomersink (CR 6)
Ear Seekers (CR 5)
Magnetized Ore (CR 2)
Mnemonic Crystals (CR 3)
Poison Oak (CR 1 or 3)
Rot Grubs (CR 4)
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An entry marked with this has additional sections within it.
Accursed Pool (CR 3)
Source
GameMastery Guide pg. 244
The lingering effects of ancient curses or harmful energy leaching from a submerged cursed magical item can turn a simple pool of water into a dangerous magical hazard. An accursed pool lures passersby into its depths with a
silent image
(DC 16 Will save to disbelieve) of glittering treasure at the bottom of its 10-foot depth. Any creature that reaches the treasure triggers the curse. A creature within the pool must make a DC 16 Will save or be affected by the curse, which warps its perception of the pool. The water seems to thicken into viscous goo, while the pool appears to distort to a depth of 40 feet. Swim checks in the pool suffer a –10 penalty and are at half normal speed as a result of these effects, and spellcasting within the pool requires a concentration check with a DC of 15 + the level of the spell being cast. An accursed pool radiates strong magic, and is destroyed by dispel magic or
remove curse
(caster level check DC 15).