Natural Weather Physical / Metaphysical Law in Aquatica Homebrew | World Anvil
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Natural Weather

Written by Pookas Kreations

This is any type of natural weather that can be found on a planet. Unusual weather can be included here, but not supernatural.    
  1. Cloudy: The sky is overcast with or without a chance of rain.
  2. Clear: The sky is clear with no clouds or the possibility of rain or other weather conditions.
  3. Cold: An unprotected character in cold weather must make a Fortitude save each hour (DC 15 +1/previous check or take 1d6 subdual damage. Those who fail their save is beset by frostbite or hypothermia (fatigued). If the character falls unconscious by subdual damage, the cold exposure begins to deal lethal damage at the same rate.
  4. Windy: The sky can be overcast or clear. Choose wind type or roll on the wind table below.
  5. Thunderstorm, Hail: This is a combination of a thunderstorm and hail.
  6. Severe Thunderstorm: Also known as an electrical or lightning storm. This storm is characterized by the presence of thunder and lightning. The combined effects of heavy rain and high wind reduce visibility to zero, making Perception checks and ranged weapon attacks impossible.
  7. Hurricane: The combined effects of heavy rain and high wind reduce visibility to zero, making Perception checks and ranged weapon attacks impossible.
  8. Fog: Fog can be considered a low-lying cloud, it tends to settle into low areas and form pockets and is influenced by nearby bodies of water and wind conditions. It reduces visibility to half a mile or only a few inches.
  9. Tornado: Is a rapidly rotating column of air that is in contact with the ground and the base of a cloud. It is often called a twister, whirlwind or cyclone. If they are in the water then they are called waterspouts.
  10. Rain: This can be scattered showers, moderate or heavy rain. Sometimes, you can even see the clouds that the rain comes from.
  11. Light Wind: A gentle breeze, having little or no game effect.
  12. Moderate Wind: A steady wind with a 50% chance of extinguishing candles, torches and similar unprotected flames.
  13. Windstorm: Unprotected flames are automatically extinguished and protected flames have a 75% chance of being extinguished.
  14. Hurricane-force: Winds often fell trees. Creatures must succeed in a DC 20 Fort save or be blown away (Medium or smaller creatures/ knocked prone and rolled 1d4 x 10 feet, taking 1d4 points of nonlethal damage per 10 feet.
Type
Natural

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