Weather and Terrains in Borderline World | World Anvil
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Weather and Terrains

How to read weathers

Category: Differentiates Weathers from Field effects. Applying a Weather subsitutes the current one, unlike Fields which can be stacked with each other. Weatherball and Forecast only change with the Weather, and Terrain Pulse only changes with Terrains, and Terrains only affect grounded targets.
Rarity: How hard it is to find it in the wild. Mundane weathers happen everyday and have almost no influence. Rare weathers can be caused by many Pokémon, but require somewhat extreme conditions to occur naturaly (mild rain would be considered Closed weather, not Rainy). Mystic weathers are caused by only a handful of Pokémon, and can only be found in places with supernatural properties. Extreme weathers can only be caused by incredibly powerful entities.
Light Level: High, Normal or Low. Determines if Synthesis, Moonlight and Morning Sun will heal half, 2/3 or 1/4 of the user's HP; and if Solar Beam and Solar Blade will lose their Set Up keyword or have their DB reduced to 6.
Main Type: The focus Type of the Weather, Attacks of that Type gain a +5 Damage Bonus. Weatherball and users with Forecast turn into this Type.
Secondary Type: Umbrella term for Types with widespread Moves and Abilities that benefit from that weather.
Immune Type: Types that don't suffer the negative effects of the Weather, such as passive damage or AC penalties.
Opposite Type: Attacks of this Type suffer a -5 Damage Penalty. Under Extreme weathers, Attacks of this Type have no effect.
   

Clear

Boring old nothing. Soft wind, a few clouds, or a regular night, just the default weather.
Category: Weather
Rarity: Mundane
Light Level: Normal
   

Cloudful

The sun is out of sight. Includes regular rain, waning moon, and interiors.
Category: Weather
Rarity: Mundane
Light Level: Low
   

Foggy

From the ocean or the mountains, this fog makes it hard to see. Spiritually sensitive people say that it alters supernatural powers.
Category: Weather
Rarity: Mundane
Light Level: Low
Opposite Type: Dragon
Other Effects: All Attacks increase their AC by +2.
Related Abilities: Keen Eye and White Smoke ignore the AC increase.
Realted Moves: Whirlwind and Defog remove sections of it. Mist Ball and Aromatic Mist double their effects. Mist's blessing may be activated 5 times.
   

Rainy

Heavy dowfall soaks the fighters and wets the battlefield.
Category: Weather
Rarity: Rare
Light Level: Low
Main Type: Water
Secondary Type: Electric, Flying.
Opposite Type: Fire
Related Abilities: Caused by Drizzle. Users with Hydration are cured of one Status Affliction at the end of each turn. Users with Rain Dish recover a Tick of Hit Points at the beginning of each turn. Users with Swift Swim have their Initiative doubled. Users with Desert Weather gain 1/16th of their Max Hit Points at the end of each turn. Users wth Dry Skin gain a Tick of Hit Points at the end of each turn. Hay Fever can't be activated. Steam Engine can be activated without been hit by a Move.
Realted Moves: Caused by Rain Dance. Hurricane and Thunder can not miss. Shore Up only restores 1/4th max HP.
   

Sunny

A scorching sun (or small magical ball of fire?) stands over the battlefield. Common in deserts and tropical climates.
Category: Weather
Rarity: Rare
Light Level: High
Main Type: Fire Secondary Type: Grass
Opposite Type: Water
Related Abilities: Drought causes it. Users with Dry Skin lose a Tick of Hit Points at the end of each turn. Users with Thermosensitive have their Attack and Special Attack Combat Stages increased by +2. Users with Desert Weather resist Fire-Type Moves one step further. Users with Sun Blanket gain 1/16th of their Max Hit Points at the beginning of each turn. Users with Leaf Guard are cured of one Status Affliction at the end of each turn. Users with Harvest automatically retain uses of Digestion Buffs. Users with Chlorophyll have their Initiative doubled. Users with Flower Gift can create a Burst 4 that increases the Stats of allies and the user by two 2 Combat Stages, distributed as they wish. Solar Power ingores its Frequency. User with Sol Veil gain +2 Evasion and +5 Damage Reduction.
Realted Moves: Caused by Sunny Day. Thunder and Hurricane are AC 11. Shore Up only restores 1/4th max HP. Growth doubles its effect.
   

Hail

Cold and hard ice hurts all but the sturdiest.
Category: Weather
Rarity: Rare
Light Level: Low
Main Type: Ice
Immune Type: Ice
Other Effects: Non immune targets loose a Tick of Hit Points at the start of their turn.
Related Abilities: Caused by Snow Warning. Users with Ice Body recover a Tick of Hit Points at the beginning of each turn and are immune to the hit point loss. Users with Snow Cloak have their Evasion increased by +2 and adjacent allies are not damaged. Users with Thermosensitive have Movement Capabilities reduced by half. Users with Ice Face may spend a Standard Action to regain two ticks of HP and are immune to the hit point loss. Users with Slush Rush have their Initiative doubled.
Realted Moves: Hail causes it. Blizzard cannot miss. Hay Fever cannot be activated. Shore Up only restores 1/4th max HP. Aurora Veil can be activated.
   

Sandstorm

Winds loaded with sand pester all the unprepared.
Category: Weather
Rarity: Rare
Light Level: Low
Main Type: Ground
Secondary Type: Rock
Immune Type: Ground, Rock, Steel.
Other Effects: Non immune targets loose a Tick of Hit Points at the start of their turn.
Related Abilities: Sand Stream causes it. Users with Sand Force gain a +5 Damage Bonus to Ground, Rock, and Steel-Type Moves. Users with Sand Rush have their Speed Combat Stages increased by +4. Users with Desert Weather are immune to Sandstorm. Hay Fever cannot be activated.
Realted Moves: Sandstorm causes it.
   

New Moon

Under the embrace of the true night, the shadows grow stronger.
Category: Weather
Rarity: Rare/Mystic
Light Level: Low
Main Type: Dark Secondary Type: Ghost
Opposite Type: Fairy
Related Abilities: Users with Shadow Dance will have their initiative doubled. Users with Heliophobia will regain a tick of Hit Points at the end of each turn. Users with Starlight may ignore its frequency. Users with Shadow Shield resist all damage one step further until they are below 50% of their max HP.
Realted Moves: Lunar Cannon, Shadow Force and Phantom Force lose the Set-Up Keyword, and move immediately to the resolution effect.
   

Full Moon

It is said that at midnight under a full moon, the first minute will pass 60 times slower, and the fae will walk the land during this 13th hour.
Category: Weather
Rarity: Rare/Mystic
Light Level: High
Main Type: Fairy
Secondary Type: Psychic
Opposite Type: Dark
Related Abilities: Users with Early Bird will have their initiative doubled. Targets struck by the Dazzling Ability will have their Initiative lowered by 20 instead of 10. Users with Sunglow may ignore its frequency.
Realted Moves: Geomancy loses the Set-Up Keyword, and moves immediately to the resolution effect. Users with Radiant Beam may have the range be “Line 6” instead of “Line 4”.
   

Misty

The fundamental magic of the world condenses, harder to subjugate than ever. It's power makes living creatures more resistant to afflictions.
Category: Terrain
Rarity: Mystic (Rare in gen 8+)
Main Type: Fairy
Opposite Type: Dragon x2
Other Effects: All (grounded) Pokémon and Trainers ignore the first turn of all Status Afflictions
Related Abilities: Caused by Misty Surge.
Realted Moves: Caused by Misty Terrain. Misty Explosion increases in power.
   

Electrified

Harmless static crackles on the ground, touching it feeling like an inyection of caffeine.
Category: Terrain
Rarity: Mystic (Rare in gen 8+)
Main Type: Electric x2
Other Effects: (Grounded) Pokémon and Trainers touching the ground are immune to Sleep
Related Abilities: Caused by Electric Surge. Users with Surge Surfer have their Initiative doubled.
Realted Moves: Caused by Electric Terrain
   

Grassy

Life energy floods the soil, making plants grow instantly, and healing all in contact with it.
Category: Terrain
Rarity: Mystic (Rare in gen 8+)
Main Type: Grass x2
Other Effects: All (grounded) Pokémon and Trainers recover a Tick of Hit Points at the start of every turn.
Related Abilities: Caused by Grassy Surge. Users with Sol Veil gain +2 Evasion.
Realted Moves: Caused by Grassy Terrain. Floral Healing heals 2/3s of HP.
   

Weird

Psychic energy travels through the ground and disturbs the minds of those on it.
Category: Terrain
Rarity: Mystic (Rare in gen 8+)
Main Type: Psychic x2
Other Effects: All (grounded) Pokémon and Trainers cannot declare Priority or Interrupt Moves outside their own Initiatives.
Related Abilities: Caused by Psychic Surge
Realted Moves: Caused by Psychic Terrain
   

Warped

Some kind of Psychic power bends space itself mimicking the effects of a larger mass.
Category: Terrain
Rarity: Mystic (Rare in gen 8+)
Other Effects: Moves that involve the user being airborne may not be used. Pokémon cannot use Sky or Levitate Capabilities to end their turn at an altitude higher than 1 meter. Flying-Types and Pokémon with the Ability Levitate are no longer immune to Ground-Type Moves. All Accuracy Rolls receive a +2 Bonus.
Realted Moves: Caused by Gravity. Grav Apple Damage's Base is increased to 12 when Targeting foes in Warped terrain.
   

Rewinding

Time and space behave unnaturaly due to some strange distortion.
Category: Terrain
Rarity: Mystic (Rare in gen 8+)
Other Effects: Initiative is reversed, and participants instead go from lowest Initiative to Highest.
Realted Moves: Trick Room
   

Wondered

"I don't know what's going on anymore"
Category: Terrain
Rarity: Mystic (Rare in gen 8+)
Other Effects: Each individual Pokémon’s Defense and Special Defense Stats are switched.
Realted Moves: Caused by Wonder Room.
   

Useless

A wizzard did it
Category: Terrain
Rarity: Mystic
Other Effects: Each individual Pokémon’s Defense and Special Defense Stats are switched.
Realted Moves: Caused by Magic Room.
   

Windy

Category: Weather
Rarity: Mystic
Light Level: Low
Main Type: Flying
Immune Type: Pokémon with a Weight Class higher than 5
Other Effects: All Overland speeds are reduced by 1, to a minimum of 1. When entering Windy weather, Pokemon and Trainers must pass an Athletics/Acrobatics DC 10 to remain in the air with their Sky movement capabilities, or pass a Focus DC 10 to remain Levitating. If failed, the check may be retried as a Shift Action.
Realted Moves: Odor Sleuth has one less Scene use. Smokescreen’s Smoke only persists until the end of the user’s next turn. Whirlwind gains a frequency of At-Will. Razor Wind immediately moves to the resolution effect, but still gains the benefits from the Set-Up effect. Aeroblast is always a Critical Hit. Hurricane cannot miss.
   

Thunderstorm

Category: Weather
Rarity: Mystic
Light Level: Low
Main Type: Electric
Immune Type: Ground, Electric
Related Abilities: The Abilities Motor Drive and Volt Absorb are triggered at the end of every round. The Ability Surge Surfer is always active. Those within a 10 meters of a user with Lighting Rod are immune to the Passive Damage.
Realted Moves: Thunder cannot miss. The effects of Charge, Electroweb and Magnetic Flux are doubled.

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