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The wind can create a stinging spray of sand or dust, fan a large fire, heel over a small boat, and blow gases or vapors away. If powerful enough, it can even knock characters down (see Table: Wind Effects), interfere with ranged attacks, or impose penalties on some skill checks.
Light Wind: A gentle breeze, having little or no game effect.
Moderate Wind: A steady wind with a 50% chance of extinguishing small, unprotected flames, such as candles.
Strong Wind: Gusts that automatically extinguish unprotected flames (candles, torches, and the like). Such gusts impose a –2 penalty on ranged attack rolls and on Listen checks.
Severe Wind: In addition to automatically extinguishing any unprotected flames, winds of this magnitude cause protected flames (such as those of lanterns) to dance wildly and have a 50% chance of extinguishing these lights. Ranged weapon attacks and Listen checks are at a –4 penalty. This is the velocity of wind produced by a gust of wind spell.
Windstorm: Powerful enough to bring down branches if not whole trees, windstorms automatically extinguish unprotected flames and have a 75% chance of blowing out protected flames, such as those of lanterns. Ranged weapon attacks are impossible, and even siege weapons have a –4 penalty on attack rolls. Listen checks are at a –8 penalty due to the howling of the wind.
Hurricane-Force Wind: All flames are extinguished. Ranged attacks are impossible (except with siege weapons, which have a –8 penalty on attack rolls). Listen checks are impossible: All characters can hear is the roaring of the wind. Hurricane-force winds often fell trees.
Tornado (CR 10): All flames are extinguished. All ranged attacks are impossible (even with siege weapons), as are Listen checks. Instead of being blown away (see Table: Wind Effects), 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). While a tornado’s rotational speed can be as great as 300 mph, the funnel itself moves forward at an average of 30 mph (roughly 250 feet per round). A tornado uproots trees, destroys buildings, and causes other similar forms of major destruction.
| Table: Wind Effects | |||||
|---|---|---|---|---|---|
| Wind Force | Wind Speed | Ranged Attacks Normal/Siege Weapons1 | Creature Size2 | Wind Effect on Creatures | Fort Save DC |
| Light | 0–10 mph | —/— | Any | None | — |
| Moderate | 11–20 mph | —/— | Any | None | — |
| Strong | 21–30 mph | –2/— | Tiny or smaller | Knocked down | 10 |
| Small or larger | None | ||||
| Severe | 31–50 mph | –4/— | Tiny | Blown away | 15 |
| Small | Knocked down | ||||
| Medium | Checked | ||||
| Large or larger | None | ||||
| Windstorm | 51–74 mph | Impossible/–4 | Small or smaller | Blown away | 18 |
| Medium | Knocked down | ||||
| Large or Huge | Checked | ||||
| Gargantuan or Colossal | None | ||||
| Hurricane | 75–174 mph | Impossible/–8 | Medium or smaller | Blown away | 20 |
| Large | Knocked down | ||||
| Huge | Checked | ||||
| Gargantuan or Colossal | None | ||||
| Tornado | 175–300 mph | Impossible/impossible | Large or smaller | Blown away | 30 |
| Huge | Knocked down | ||||
| Gargantuan or Colossal | Checked | ||||
| 1 The siege weapon category includes ballista and catapult attacks as well as boulders tossed by giants. | |||||
| 2 Flying or airborne creatures are treated as one size category smaller than their actual size, so an airborne Gargantuan dragon is treated as Huge for purposes of wind effects. | |||||
| Checked: Creatures are unable to move forward against the force of the wind. Flying creatures are blown back 1d6×5 feet. | |||||
| Knocked Down: Creatures are knocked prone by the force of the wind. Flying creatures are instead blown back 1d6×10 feet. | |||||
| Blown Away: Creatures on the ground are knocked prone and rolled 1d4×10 feet, taking 1d4 points of nonlethal damage per 10 feet. Flying creatures are blown back 2d6×10 feet and take 2d6 points of nonlethal damage due to battering and buffeting. | |||||
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