Summary
Environmental effects are an oft-forgotten weapon Dungeon Masters can use against theirDungeons & Dragonstable, particularly if their table is full of expert players. These effects often force players to think more creatively, relying on other skills and abilities beyond than their standard array.
But if you’re a Dungeon Master who’s thrown just about everything they can think of at their high-level table, you might be wondering what other environmental effects you may use. That’s why we’ve created this list, which has options from the 2024 Dungeon Master’s Guide, as well as some homebrewed options, all of which are perfect for high-level parties.

Key Effect
Antimagic Field Spell
A Dead Magic Zone is an area of effect in which the very fabric of magic is shredded and cannot be tapped into. For rules purposes, you can think of this effect as having the same rules as an Antimagic Field spell.
However, there are two key distinctions: one, this effect is typically large, and two, it is often permanent. This is a great way to even the odds in high-level combat encounters, forcing spellcasters to rely on other abilities to either take down enemiesor solve puzzles.

Failed Spellcasting
This next environmental effect is specific to the Outer Plane known as Gehenna, and can also be used in other areas where the presence of this plane is felt. You can also, technically speaking, employ this effect where you see fit, simply borrowing the rule set as needed.
This effect forces players to feel a deep loathsome emotion whenever they help one another. Whenever subjected to this effect, and a player casts a spell (even including HP-restoring magics or condition-removing spells), the caster must succeed on a DC 10 Charisma save, or the spell is wasted. High-Charisma casters like sorcerers might be fine, but non-Charisma casters may be in trouble with this effect in place.

Reduced HP, Prone
This environmental effect is great if your campaign is set inan Arctic locale. Avalanches can be triggered by any number of sources, but once triggered, they are nearly impossible to stop.
For this effect, have players make DC 15 Strength or Dexterity saving throws to avoid being caught up in the path of the avalanche. Any player who fails is moved one hundred feet away from the rest of the party in the direction of the avalanche, takes 3d10 bludgeoning damage, and is knocked prone. This can really turn the tide of battle in combat, and can even be used as a Lair Action.

Poison
Use this next environmental effect to make traversal across a dangerous region even more precarious for the party. As the party makes its way to a chosen destination, acid rain begins to fall from the sky.
You can employ any number of repercussions for this effect, unless players find a way to defend themselves from the rain. You can either give any player who fails a DC 12 Constitution saving throw the poisoned condition, inflict them with poison damage each turn, or you can have the acid rain destroy their equipment. No matter the effect you choose, you’re certain to humble your party quickly with this effect.

Zone Of Truth Spell
For roleplay-based encountersor social deception sessions, use this next effect, which can mimic the effects of a Zone of Truth spell. Similar to the Dead Magic Zone effect, any player who enters this zone will be under the effects of a Zone of Truth spell.
For higher-level parties, you can increase the spell save DC for the Zone of Truth effect and make the effect on the area permanent. This can be extremely useful for roleplay-heavy campaigns and can catch players by surprise.

Slow Spell
Working with similar area of effect rules, the Slowed Sphere can mimic the effects of the Slow spell, and can also be made permanent. This can make combat encounters more difficult for high-level players, particularly if the party is comprised of quick and wily character classes like rogues and monks, who rely heavily on having a lot of extra action economy.
For an added challenge, you can once again increase the spell save DC, the permanence of the spell itself, and the overall range. Plus, rather than use a cube shape, use a sphere to potentially affect more creatures.

Exhaustion, Dehydration
Temperature-based environmental effects can be great not only for dealing with high-level parties, but for creating a sense of immersion in-game. If the party is traveling through a rainforest or jungle, use an extreme humidity effect to potentially force players to incur exhaustion and dehydration (an optional ruleset that some DMs employ).
For every hour that the party travels through a high-humidity area, they must either drink a certain amount of water from their rations or make a DC 10 Constitution saving throw. Should they either fail to drink or fail the saving throw, they’ll incur a point of exhaustion. If the party begins to run out of water, you can even raise the DC if you so desire for each additional hour. For an added detriment, change required water levelsfor different-sized creatures.

Grounded, Reduced Movement
A High Gravity Zone is great for Spelljammer campaigns, but can also be used in campaigns taking place on the Material Plane as well. For this effect, have players make DC 12 Strength saving throws the first time they enter the High Gravity Zone.
Any player who fails the save must incur two effects: one, they cannot fly, even through magical means. Two, their movement speed is reduced by half, meaning they’ll have to use the dash action if they wish to move at their normal speed. Additionally, spells like Haste do not work thanks to the gravity well. This is great for use against high-mobility parties.

Wild Magic Surges
A Wild Magic zone causes spellcasting to act in wily and unpredictable ways. Typically, these zones are no more than 300 feet in diameter, but within this area of effect, magic behaves strangely.
Any creature in this zone who expends a spell slot must roll 1d20. If you roll a 20 on the die, you must roll on the Wild Magic Surge table from the 2024 Player’s Handbook. This can prove to be great fun for players and can potentially turn combat into a zany, madcap adventure!

Exhaustion
This last effect, also from the 2024 Dungeon Master’s Guide, functions similarly to high-humidity zones, but with added rules depending on clothing. For an Extreme Heat zone, creatures must make a Constitution saving throw that increases by five each hour. Creatures wearing medium or heavy armor have a disadvantage on the save.
Similarly, Extreme Cold also requires a DC 10 Constitution saving throw, which, on a failure, incurs a level of exhaustion. If you have resistance or immunity to cold damage, you automatically succeed, however.