Arctic
Gale
Severe
Winds (31-50 mph): Automatically extinguishes small, unprotected
flames; 50% chance to extinguish protected flames (lanterns, for example);
no ranged attacks/-4 penalty siege weapons; -8 penalty to Listen, Search,
and Spot checks; Tiny creatures and Small flying creatures blown away
unless Fortitude save (DC 15) made, Small creatures and Medium-size
flying creatures knocked down unless Fortitude save (DC 15) made, Medium-size
creatures and Large flying creatures checked unless Fortitude save (DC
15) made.
Heavy
Snow: Movement reduced to half normal.
Cold:
Unprotected characters must make a Fortitude save (DC 15, +1 per
previous check) every 10 minutes or sustain 1d6 points of subdual damage.
A character who has the Wilderness Lore skill may receive a bonus to
this saving throw and may be able to apply this bonus to other characters
as well (see the skill description on page 76 of the Player's Handbook).
Blizzard
Windstorm
Winds (51-74 mph): Automatically extinguishes small, unprotected
flames; 75% chance to extinguish protected flames (lanterns, for example);
no ranged attacks of any kind; Listen, Search, and Spot checks impossible;
Small or smaller creatures and Medium-size flying creatures blown away
unless Fortitude save (DC 18) made; Medium-size creatures and Large
flying creatures knocked down unless Fortitude save (DC 18) made; Large
or Huge creatures and Gargantuan flying creatures checked unless Fortitude
save (DC 18) made.
Heavy
Snow: Movement reduced to half normal.
Cold:
Unprotected characters must make a Fortitude save (DC 15, +1 per previous
check) every 10 minutes or sustain 1d6 points of subdual damage. A character
who has the Wilderness Lore skill may receive a bonus to this saving
throw and may be able to apply this bonus to other characters as well
(see the skill description on page 76 of the Player's Handbook).
Clear
No
adverse weather effects.
Drizzle
Light
Precipitation: Spot and Search checks suffer a -2 penalty.
Hailstorm
Hail
Effects: Listen checks suffer a -4 penalty. Chance (5%) for hail
to be large enough to deal 1 point of damage to anything in the open.
Once on the ground, it has the same effect as snow (reduces movement
to half normal).
Heavy
Fog
Fog
Conditions: All sight (including darkvision) obscured beyond 5 feet.
Heavy
Rain
Heavy
Precipitation: Spot and Search checks suffer a -4 penalty.
Heavy
Snow
Heavy
Precipitation: Spot and Search checks suffer a -4 penalty. Movement
reduced to half normal.
Light
Fog
Fog
Conditions: All sight (including darkvision) obscured beyond 20
feet.
Light
Rain
Light
Precipitation: Spot and Search checks suffer a -2 penalty.
Light
Snow
Light
Precipitation: Spot and Search checks suffer a -2 penalty.
Overcast
No
adverse weather effects.
Partly
Cloudy
No
adverse weather effects.
Sea
Gale
Severe
Winds (31-50 mph): Automatically extinguishes small, unprotected
flames; 50% chance to extinguish protected flames (lanterns, for example);
no ranged attacks/-4 penalty siege weapons; -8 penalty to Listen, Search,
and Spot checks; Tiny creatures and Small flying creatures blown away
unless Fortitude save (DC 15) made, Small creatures and Medium-size
flying creatures knocked down unless Fortitude save (DC 15) made, Medium-size
creatures and Large flying creatures checked unless Fortitude save (DC
15) made.
Sleetstorm
Sleet
Effects: Spot and Search checks suffer a -4 penalty. Chance (75%)
to extinguish small, unprotected flames. Once on the ground, it reduces
movement to half normal.
Thunderstorm
Thunderstorm
Effects (31-50 mph): Automatically extinguishes small, unprotected
flames; 50% chance to extinguish protected flames (lanterns, for example);
no ranged attacks/-4 penalty siege weapons; -8 penalty to Listen, Search,
and Spot checks; Tiny creatures and Small flying creatures blown away
unless Fortitude save (DC 15) made, Small creatures and Medium-size
flying creatures knocked down unless Fortitude save (DC 15) made, Medium-size
creatures and Large flying creatures checked unless Fortitude save (DC
15) made.
Lightning:
For characters without shelter (and especially for those in metal armor),
lightning is a real threat. Assume one bolt per minute for a 1-hour
period at the center of the storm. Each bolt causes electrical damage
equal to 1d10 eight-sided dice.
Tornado:
One in ten thunderstorms is accompanied by a tornado (175-300 mph).
All flames are extinguished. All ranged attacks are impossible. All
Listen checks are impossible. Instead of being blown away, characters
in close proximity to a tornado who fail their Fortitude saves are sucked
toward the tornado. Those who come in contact with the actual funnel
cloud are picked up and whirled around for 1d10 rounds, taking 6d6 points
of damage per round, before being violently expelled (falling damage
may apply). Large or smaller creatures, or Huge flying creatures, are
blown away unless Fortitude save (DC 30) made; Huge creatures, or Gargantuan
flying creatures, are knocked down unless Fortitude save (DC 30) made;
Gargantuan or Colossal creatures, or Colossal flying creatures, are
checked unless Fortitude save (DC 30) made.