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Calm skies - nothing

Light Wind: A gentle breeze, having little or no game effect.


Fog: Whether in the form of a low-lying cloud or a mist rising from the ground, fog
obscures all sight, including darkvision, beyond 5 feet. Creatures 5 feet away have
concealment (attacks by or against them have a 20% miss chance)
Moderate Wind: A steady wind with a 50% chance of extinguishing candles, torches,
and similar unprotected flames.
Thunderstorm: The combined effects of precipitation and wind reduce visibility by
three quarters, imposing a -8 penalty on perception checks. Thunderstorms make
ranged weapon attacks impossible, except for those using siege weapons, which
suffer a -4 penalty on attack rolls.

Thunderstorms automatically extinguish candles, torches, and similar unprotected


flames. They cause protected flames, such as those of lanterns, to dance wildly and
have a 50% chance to extinguish these lights.

Creatures must succeed on a DC 15 Str save or be blown away (Tiny or smaller


creatures; knocked prone and rolled 1d4 x 10 feet, taking 1d4 points of nonlethal
damage per 10 feet), knocked down (Small; prone), or checked (Medium; unable to
move forward against the force of the wind).

Airborne creatures are instead blown back 2d6 x 10 feet and dealt 2d6 points of
nonlethal damage due to battering and buffeting (Small or smaller creatures), blown
back 1d6 x 10 feet (Medium), or blown back 1d6 x 5 feet (Large).

In addition, thunderstorms are accompanied by lightning that can pose a hazard to


characters without proper shelter (especially those in metal armor). As a rule of
thumb, assume one bolt per minute for a 1 hour period at the center of the storm.
Each bolt causes lightning damage equal to 1d10d8 dice.

Rain: Rain reduces visibility by half, imposing a -4 penalty on Spot and Search
checks. It also imposes a -4 penalty on Listen checks and ranged weapon attacks.

Rain automatically extinguishes candles, torches, and similar unprotected flames.


It causes protected flames, such as those of lanterns, to dance wildly and has a
50% chance to extinguish these lights.

Severe Thunderstorm: The combined effects of torrential precipitation and high wind
reduce visibility to zero, making Spot, Search, and Listen checks and all ranged
weapon attacks impossible.

Unprotected flames are automatically extinguished, and protected flames have a 75%
chance of being doused.

Creatures must succeed on a DC 18 Fort save or be blown away (Small or smaller


creatures; knocked prone and rolled 1d4 x 10 feet, taking 1d4 points of nonlethal
damage per 10 feet), knocked down (Medium; prone), or checked (Large or Huge;
unable to move forward against the force of the wind).

Airborne creatures are instead blown back 2d6 x 10 feet and dealt 2d6 points of
nonlethal damage due to battering and buffeting (Medium or smaller creatures),
blown back 1d6 x 10 feet (Large), or blown back 1d6 x 5 feet (Huge or Gargantuan).

In addition, thunderstorms are accompanied by lightning that can pose a hazard to


characters without proper shelter (especially those in metal armor). As a rule of
thumb, assume one bolt per minute for a 1 hour period at the center of the storm.
Each bolt causes electricity damage equal to 1d10 eight-sided dice.

Duststorm: These desert storms blow fine grains of sand. The combined effects of
dust and wind reduce visibility by three quarters, imposing a -8 penalty on Spot,
Search, and Listen checks. Duststorms make ranged weapon attacks impossible, except
for those using siege weapons, which suffer a -4 penalty on attack rolls.

Duststorms automatically extinguish candles, torches, and similar unprotected


flames. They cause protected flames, such as those of lanterns, to dance wildly and
have a 50% chance to extinguish these lights.

Creatures must succeed on a DC 15 Fort save or be blown away (Tiny or smaller


creatures; knocked prone and rolled 1d4 x 10 feet, taking 1d4 points of nonlethal
damage per 10 feet), knocked down (Small; prone), or checked (Medium; unable to
move forward against the force of the wind).

Airborne creatures are instead blown back 2d6 x 10 feet and dealt 2d6 points of
nonlethal damage due to battering and buffeting (Small or smaller creatures), blown
back 1d6 x 10 feet (Medium), or blown back 1d6 x 5 feet (Large).

Duststorms leave behind a deposit of 1d6 inches of sand.

Acid Rain. Terrible, sickly green storm clouds swirl in


the sky. A creature takes 1d6 damage at the start of
every hour it spends outside.

3 Searing Heat. The air feels like it’s on fire. A creature


must succeed on a DC 10 Constitution saving throw
at the start of every hour it spends outside or gain
one level of exhaustion. Creatures resistant to fire
damage have advantage on this save, and creatures
immune to fire damage automatically succeed.
4 Abyssal Smog. Miasma blankets the land. A creature
must succeed on a DC 13 Constitution saving throw
at the start of every hour it spends outside or be
poisoned for 1 hour. A creature that spends 3 hours
in a row poisoned in this way gains a random form of
short-term madness (see “Madness” in chapter 8 of
the Dungeon Master’s Guide).
5 Stygian Humidity. A wave of lethargy envelops
the land as the waters of the River Styx permeate
the air itself. A creature must succeed on a DC 10
Intelligence saving throw at the start of every hour
it spends outside or forget one memory. The player
describes the memory before it fades from their
character’s mind.
6 Scattered Meteor Showers. Hundreds of minute
meteorites hurtle through the sky and impact
explosively upon the ground. Once during the meteor
shower (at a time of the DM’s choosing), all creatures
within a 500-foot radius of a point chosen by the DM
must make a DC 15 Dexterity saving throw or take 21
(6d6) fire damage and 21 (6d6) bludgeoning damage,
or half as much damage on a successful save

Strong Winds: disadvantage on ranged weapon attacks and Perception checks


relying on hearing. Also extinguished open flames, dispersed fog, and makes no
magical flying almost impossible (must land or fall at end of turn). In a desert,
gives disadvantage on Perception checks with sight.
Heavy Precipitation: lightly obscures everything in area. Disadvantage on
Perception again.

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