Desert 01-02) Heavy Rain 03-05) Light Rain 06-08) Cloudy 09-15) Partially Cloudy 16-20) Heavy Winds 21-30) Strong Winds 31-40) Light Winds 41-50) Light Breeze 51-85) Average Day 86-95) Electrical Storm 96-99) Sand Storm 00-00) Cerulean Storm |
Mountain 01-03) Heavy Rain 04-07) Light Rain 08-11) Cloudy 12-20) Partially Cloudy 21-30) Heavy Winds 31-42) Strong Winds 43-54) Light Winds 55-66) Light Breeze 67-90) Average Day 91-95) Electrical Storm 96-99) Avalanche 00-00) Cerulean Storm |
To Athasians, almost any rain is a lot of rain. A heavy rain accumulates 1d3” of rain over a period of 1 day.
Light Rain: Light rain is a scattering of showers that accumulates 1” or less over an entire day.
Cloudy: The sun is lessened and any penalties for wearing metal armor are halved.
Partially Cloudy: The sun is lessened but to such a degree that it has no game effects.
Heavy Winds: Wind speed is 5d6 mph and has effects similar to a Gust of Wind spell.
Strong Winds: Wind speed is 4d6 mph and has mild effects on flying creatures (decided by DM).
Light Winds: Wind speed is 2d6 mph and can lessen the effects of dehydration (decided by DM).
Light Breeze: Wind speed is 1d6 mph and has no real game effects.
Average Day: Little to no wind with heat. Athas is known for these days.
Electrical Storm: Like a rain storm but with no precipitation. Once a turn a lightning bolt will strike (10% chance of striking someone outside). 5d6 damage, save versus breath weapon for half.
Sand Storm: Those outside during a sand storm may be buried in sand. 5% chance per turn of occuring. Functions as per drowning rules. Requires a successful Bend Bars/Lift Gates roll to escape.
Avalanche: Those in the path of an avalanche may make a save versus paralyzation each round to avoid large rocks. Those who make the save take 1d10 from impact with small rocks. Those failing the save are struck by a boulder and take 5d10 damage.
Cerulean Storm: See Dark Sun boxed set. 2nd Edition.