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Dodeca Weather Ludi Fortes - Strong Games www.SpesMagnaGames.com
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Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, Dodeca Weather | 1 and does not endorse this product.
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Dodeca Weather by Mark L. Chance Proofreading, Playtesting, and Suggestions: Christopher Chance, Katrina Chance, Mike Fulghum, Gavin Hoffman, Renaud Lotte, Mark Mellinger, Shane O'Connor, Patrick Pittman, David Thomas, Michael Vartholomeos, Christopher Woldridge
Table of Contents Introduction...........................................................................................3 How to Use d12W....................................................................................4 How to Roll 1d24...................................................................................4 Step 1: Season...........................................................................................5 Table 1: Seasonal Weather Conditions...................................................5 Step 2: Climate........................................................................................6 Table 2: Weather Condition Modifiers - Climates....................................6 Step 3: Altitude.......................................................................................6 Table 3: Weather Condition Modifiers - Altitude.......................................6 Step 4: Terrain........................................................................................7 Table 4: Weather Condition Modifiers - Terrains......................................7 Step 5: Weather Events.........................................................................7
Table 5: Weather Events..........................................................................8 Weather Characteristics.....................................................................8 Table 6: Weather Characteristics.............................................................9 Weather Effects........................................................................................9 Weather-Related Effects....................................................................12 Table 7: Wind Effects.............................................................................15 Magic Weather.....................................................................................16 Table 8: Magic Rainbows.......................................................................17 Weather & Skills...................................................................................17 Weather Worksheet..............................................................................18 Weather Worksheet Sample..............................................................19 363791
Open Gaming Content This product is produced under the terms of the Open Gaming License v1.0a. All text is Open Content except as identified below under Designation of Product Identity. Designation of Product Identity The following items are hereby designated as Product Identity: 1. The name "Spes Magna Games" as well as all identifying marks of Spes Magna Games, including but not limited to the Spes Magna logo and the phrase "Ludi Fortes - Strong Games". Spes Magna logo by Darren Calvert. 2. The product name "Dodeca Weather" except for its use within Section 15 of the Open Gaming License. Art Credits Cover: WP Clipart. Interior: Dictionnaire encyclopédique Trousset, published from 1886-1891, Paris, France. Copyright and Trademark Notice Dodeca Weather. Copyright 2012, Mark L. Chance, published by Spes Magna Games. Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License.
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See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.
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Introduction Yes, I know. The Pathfinder Roleplaying Game already includes rules for randomly determining the weather. Those rules, as wonderful as they are, don't take into account variables such seasons, altitude, and terrain in a detailed manner. But, Mark, you say, those things really aren't important for the game. After all, we're not playing Downpours & Dragons. The game is about killing things and taking their stuff, not about various meteorological phenomena. Well, as true as that might be, it is also true that weather can play an important part in any RPG. It helps bring a setting to life. It adds to the atmosphere. 1 Weather can add to the challenge of an encounter or even be a challenging encounter in its own right. Dodeca Weather (d12W for short) adds more complexity and detail to the rules that already govern the effects of various types of weather. Along the way, I've attempted to build these rules around material already included in the Pathfinder Roleplaying Game. The end results is a robuster and richer system that helps bring your campaign's weather to life without sacrificing Pathfinder Roleplaying Game compatibility. I have another goal for this accessory. I want to rehabilitate the lowly d12 and re-integrate it back into gaming. Once upon a time, the d12 was an important die. It was used in encounter tables (along with its partner the d8), helped longswords inflict damage against Large monsters, and represented the ultimate in character Hit Dice with the new barbarian class. Now entire game sessions go by during which my d12s merely take up space and gather dust.
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The d12's ignoble station in life vanishes in this guide. Herein, the d12's randomizing powers are harnessed to determine weather itself. Take that, ubiquitous d20!
Mark L. Chance Spes Magna Games P.S. As always, if you have any comments or criticisms, don't hesitate to email me.
1 Pun 100% intended. Dodeca Weather | 3
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How to Use d12W The heart of this d12W is found in its tables. You can use d12 power to determine weather two ways: in advance as part of game session preparation, or on-the-fly during the game. I recommend the former way to generate weather in week or two-week blocks for sessions where weather could be relevant or at least provide some nice flavor text.2 Generating the weather for a day is a simple, step-by-step process. Have a pencil, some paper, and 1d6 and 1d12 at hand.3 Then, just go through the tables, rolling and taking notes. It's that easy. To help you see how it all fits together, I'll walk you through the weather-generating process as you read.
How to Roll 1d24 We true Old School Gamers remember the days when we were lucky to have all the polyhedral dice we needed. I remember shaking up a small plastic cup full of numbered chits and drawing one at random to determine, say, a number between 1 and 20 because we didn't have a d20. Later on, we saved up enough money get a d10 (which, I'm guessing, cost half as much as a d20). We could then roll 1d6 and 1d10 together. If the d6 came up 4 through 6, we added 10 to the d10 result. Tada! A random number between 1 and 20. 4
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You can do basically the same thing to roll 1d24. Toss at the same time 1d6 and 1d12. If the d6 comes up 4, 5, or 6, add 12 to the d12 result. 5 You'll use the d24 on Table 5: Weather Events (see page 7). It can also be used to determine a random time of day by adding “hundred hours” after the number result and using military time.
2 For example, if your entire next session takes place deep underground, weather probably isn't going to be a consideration. 3 You will end up needing some of those other dice to determine weather event durations, precipitation amounts, et cetera. I couldn't use just d6s and d12s for everything. 4 I did this a few years ago when playing in a 3.5 game. The first few times I rolled my attacks this way, the other players (including the GM) were looking at me like I'd sprouted a second mouth in the middle of my head that spoke in Sanskrit. Even after I explained the procedure, there were one or two players that still didn't believe it worked. Ah, good times. 5 One playtester expressed concern that the d24 method introduces a bell curve into the randomization. I've been assured by people more mathematical than me that this isn't the case. Dodeca Weather | 4
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Step 1: Season The first step is to set your baseline values by determining season. Instead of dividing the year into months, Table 1 divides it into 12 seasons, running from early winter to late autumn. The current season provides the base temperature, which is modified by climate, altitude, and terrain. Roll 1d12 to determine general cloudiness, another 1d12 to determine whether a weather event occurs, and 1d12+8 to determine how much lower nighttime temperatures are from the daytime's.
Determining the Weather, Part 1 I roll 3d12 on Table 1, one for cloudiness, one for weather event, and one for nighttime temperatures. My rolls are 11, 3, and 1, respectively. The skies are cloudy, there will be a weather event, and the nighttime temperature is 9o F cooler.
Table 1: Seasonal Weather Conditions Early Winter
Mid Winter
Late Winter
Early Spring
Mid Spring
Late Spring
Early Mid Late Early Mid Late Summer Summer Summer Autumn Autumn Autumn
Base Temperature1
30o F
20o F
30o F
40o F
50o F
60o F
70o F
80o F
70o F
60o F
50o F
40o F
Cloudiness (1d12)2 Clear Partly Cloudy Overcast
1-3 4-6 7-12
1-3 4-6 7-12
1-3 4-6 7-12
1-3 4-7 8-12
1-3 4-7 8-12
1-3 4-7 8-12
1-3 4-8 9-12
1-3 4-8 9-12
1-4 5-7 8-12
1-4 5-7 8-12
1-4 5-7 8-12
1-3 4-6 7-12
Weather Event (1d12) Yes No
1-5 6-12
1-6 7-12
1-5 6-12
1-5 6-12
1-5 6-12
1-5 6-12
1-4 5-12
1-4 5-12
1-4 5-12
1-4 5-12
1-5 6-12
1-5 6-12
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During the night, temperatures drop 1d12+8o F. This is in addition to any other base temperature modifiers due to climate, altitude, terrain, et cetera. You might want to add a variable. Roll 1d12: (1-3) low base temperature, (4-9) normal base temperature, (10-12) high base temperature. Decrease or increase base temperatures by 1d6o F. If base temperature is 35° F or lower, the actual temperature effects may be more severe due to wind chill. Reduce the temperature by 3° F per 5 MPH of wind speed when determining cold dangers. For example, if the temperature is 30° F with a 25 MPH wind, exposed characters are subjected to an effective 15° F temperature when determining cold dangers. If the temperature is 75° F or higher, roll 1d100 to determine relative humidity. Add the relative humidity to the final temperature. Increase relative humidity by 1d12 if conditions are cloudy and by 2d12 if conditions are overcast. If the result is 160 or greater, increase the heat category by one to a maximum of severe heat. For example, let's say the final adjusted temperature is 80° F and the 1d100 indicates 90% relative humidity. The day is treated as very hot conditions. The effects of heat conditions are discussed under Heat Dangers in the Weather-Related Effects section. 2
Since cloudiness has no impact on weather events, remember to describe climate changes. Thus, if you start with clear skies, but your weather event is a thunderstorm, you'll need to foreshadow the event by describing the build up of dark and ominous clouds. Dodeca Weather | 5
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Armed with your baseline data, it's time to start applying modifiers for climate, altitude, and terrain.
Step 2: Climate I'm using the term climate in a non-scientific sense here. Climate in this PDF is a game term that corresponds to the three environments used in monster stat blocks and encounter tables. To add a bit more depth to the three categories of cold, temperate, and warm, I've divided cold into arctic and sub-arctic and warm into sub-tropical and tropical. Your decision as GM about the relevant environment category determines the first base temperature modifier. Use that trusty pencil and jot down this modifier.
Table 2: Weather Condition Modifiers - Climates Cold Arctic Base Temperature
Warm
Sub-Arctic
o
Temperate
o
-20 F
Sub-Tropical
o
-10 F
+0 F
Tropical
o
Determining the Weather, Part 2 My players' characters are currently about two days into the Tangled Wood, exploring a ruined tower. The region is a sub-tropical forest with no relevant altitude. Looking at Tables 2 through 4, I make note of these modifiers: Climate: +10o F Terrain: -5o F, +0 weather event, -5 MPH wind speed The season is early autumn. Daytime temperatures are in the mid-60o F.
+20o F
+10 F
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Altitude is also a game term. The Pathfinder Roleplaying Game divides altitudes into three categories: low pass, low peak/high pass, and high peak. d12W doesn't add to these categories. Decide what altitude applies and make note of the modifiers. Altitude modifies weather four ways: decreases base temperature, adds to the d12 roll that determines cloudiness, adds to the d12 roll that determines weather events, and adds to the wind speed. Of course, if there is no relevant altitude, just skip this section entirely.
Table 3: Weather Condition Modifiers - Altitude Low Pass
Low Peak/High Pass -20 F
-30o F
Cloudiness
+1
+2
-1
Weather Event
-1
-2
+1
+5 MPH
+10 MPH
+15 MPH
Wind Speed
o
High Peak
-10 F
Base Temperature
o
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Step 4: Terrain Terrain categories also come from the core rules. I've modified the categories slightly. I've replaced jungle with rainforest. Each terrain modifies base temperature, the weather event roll, and wind speed. As usual, select the most appropriate terrain and make note of the modifiers.
Table 4: Weather Condition Modifiers - Terrains Coastline
Wind Speed
o
Forest
Hills
Mountains Ocean/Sea o
o
Plains
Rainforest
Swamp
+0o F
+0o F4
+5o F
+10 F day -10o F night
-5o F
+0o F
+0o F3
-5 F/-10 F1
+1
-4
+0
+0
+0
+2
+0
+2
+1
+5 MPH
+5 MPH
-5 MPH
+0
+0 MPH
+10 MPH
+5 MPH
-10 MPH
-5 MPH
Base Temperature +5o F/-5o F1 Weather Event
Desert2
1
Use the first modifier for warm currents and the second modifier for cold currents.
2
Remember that not all deserts are scorching hot. A desert is a region that gets very little precipitation. There are arctic and subarctic deserts commonly known as tundras. Indeed, Antarctica is a cold desert continent. 3
Base temperature modifiers for mountains are accounted for by altitude.
4
Keep in mind that a rainforest is so-called because of the amount of rain it receives, not because of its temperature. There are cold rainforests just as there are hot rainforests. The rainforest's base temperature modifier is accounted for by its climate.
Step 5: Weather Events If Table 1 indicated a weather event, then Table 5 is your next step. Roll 1d24 and check the relevant terrain column. If the weather event you generate doesn't fit the minimum/maximum temperature range, move up or down the table until it does.
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Determining the Weather, Part 3 To determine the weather event, I roll 1d24. I roll a 19, which in the forest column of Table 5 yields a thunderstorm.
For example, let's say the temperature is 30o F, and your d24 indicates sleet. 30o F is too cold for sleet's maximum temperature, so move up the table one step to snow. For another example, let's say the temperature is 85 o F and you generate hail as a weather event. Moving up the table won't help, so you move down the table two steps to rain. Once you have your weather event, roll 1d12 to determine if the event will persist beyond its normal duration (see Table 6: Weather Characteristics below).
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Table 5: Weather Events Min./Max. Chance Temp. to Persist Coastline
Hills
Mountains
Ocean or Sea
Plains
Rainforest
Swamp
1-4
1-2
1-2
1-2
1-2
1-2
1
1-2
1-5
1
--/15o F
11
2
--
3
3-4
3-4
3
3
2
3
5
4
5
5-6
4
4
3
4
5
6
7
5
5
4
5
o
Snow, Heavy
--/20 F
1-2
3
Snowstorm
--/25o F
Snow
Forest
--
Cold Snap Blizzard
2
Desert
1-3
4
o
1-4
5-6
6-7
6
7-8
8-10
6-7
6-7
5-6
6-7
o
--/30 F
Sleet
--/35 F
1-2
7-8
--
7-8
9-10
11-12
8-9
8-9
7-8
8-9
Hail
--/65o F
1
9
8-9
9-10
11-12
13-14
10
10-11
9
10
Fog
o
20 F/70 F
1-3
10-11
10
11-14
13-15
15-16
11-12
12-13
10-11
11-14
Rain
25o F/--
Downpour Thunderstorm Tornado
o
1-5
12-16
11-13
15-18
16-19
17-20
13-15
14-15
12-14
15-17
o
1-4
17-18
--
--
--
--
16-17
16
15-17
--
o
1-2
19-20
14-15
19-20
20-21
21-22
18-20
17-19
18-20
18-19
o
--
21
16
21
--
--
21
20
21
20
o
25 F/-30 F/-30 F/--
Hurricane
55 F/--
1-2
22
--
22
22
--
22
21
22
21
Windstorm
--
1-3
23
17
--
23
23
23
22
--
22
Duststorm
--
--
--
18-20
--
--
--
--
--
--
--
Heat Wave
--
1-4
24
21-24
23-24
24
24
24
23-24
23-24
23-24
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Chance to Persist is rolled on 1d12, of course.
2
Weather Event by terrain is determined by 1d24. If the d24 result indicates a weather event not possible given the temperature, you can either count the result as no weather event, roll again, or just pick whatever seems most sensible.
Weather Characteristics Different weather events have different characteristics. The three basic ones are precipitation, duration, and wind speed. Precipitation and wind speed are pretty much self-explanatory. Wind speed is modified by altitude and terrain. Duration determines how long the weather event continues before you roll 1d12 to determine if the event persists (using the Chance to Persist column on Table 5 above). Dodeca Weather | 8
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If a weather event persists, it does so at reduced intensity. Reduce precipitation, duration, and wind speed by 50% (if the base wind speed is higher than 1d20-1 MPH). Add +1 to the next Chance to Persist check. Cold snaps and heat waves have their temperature modifier reduced by 50% as well (see the respective descriptions under Weather Effects below).
Table 6: Weather Characteristics Event
Determining the Weather, Part 4 When we left off with part 3, I'd determined that the day's weather would be a thunderstorm. I roll 1d8, 1d4, 4d10, and 1d12 to determine precipitation amount, duration, wind speed, and chance to persist, respectively. I also recall that forest terrain applies a -5 MPH modifier to wind speed. The thunderstorm drops 5 inches of rain in one hour with 11 MPH winds. I roll a 7 for chance to persist, indicating that the thunderstorm is spent after its duration. A 1d24 roll determines the thunderstorm starts at 1400, or 2 p.m.
Precipitation
Duration
Wind Speed
Event
Precipitation
Duration
Wind Speed
1d12+12 inches
3d12 hours
2d12+36 MPH
Rain
1d6 inches
1d12 hours
1d20+5 MPH
Cold Snap
--
1d6 days
1d20-1 MPH
Sleet
1d2 inches
1d6 hours
3d10 MPH
Downpour
1 inch/hour
3d4 hours
1d6-1 MPH
Snow
1d8 inches
2d6 hours
4d6 MPH
Duststorm
--
1d8 hours
5d10 MPH
Snow, Heavy
2d8+2 inches
4d6 hours
3d10 MPH
Fog
--
2d4 hours
1d20-1 MPH
Snowstorm
2d8+8 inches
6d6 hours
4d12 MPH
Hail
1d2 inches
1d4 hours
4d10 MPH
Thunderstorm
1d8 inches
1d4 hours
4d10 MPH
Heat Wave
--
1d6 days
1d20-1 MPH
Tornado
1 inch/hour
5d10 hours
300 MPH
Hurricane
1d10 in./day
1d4 days
7d10+70 MPH
--
1d10 hours
8d10+20 MPH
Blizzard
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Weather Effects Now that you know what the weather is, you need to determine what effects these conditions may have on your players' PCs. This section consolidates the core rules regarding weather, organizing effects in alphabetical order by weather event. Weather-related effects, such as cold dangers and sunburns, are included after this section. Bad weather frequently slows or halts travel and makes it virtually impossible to navigate from one spot to another. Torrential downpours and blizzards obscure vision as effectively as a dense fog. Most precipitation is rain, but in cold conditions it can manifest as snow, sleet, or hail. Precipitation of any kind followed by a cold snap in which the temperature dips from above freezing to 30° F or below might produce ice. Blizzard: The combination of high winds, heavy snow, and bitter cold make blizzards deadly for all who are unprepared for them. A blizzard can have the same effects as heavy snow. Heavy snow accompanied by strong or severe winds might result in snowdrifts 1d4 × 5 feet deep, especially in and around objects big enough to deflect the wind—a cabin or a large tent, for instance. There is a 10% chance that a heavy snowfall is accompanied by lightning (see Thunderstorm). Snow has the same effect on flames as moderate wind. Dodeca Weather | 9
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Very high winds and torrential precipitation reduce visibility to zero, making Perception checks and all ranged weapon attacks impossible. Unprotected flames are automatically extinguished, and protected flames have a 75% chance of being doused. Creatures caught in the area must make a Fortitude save or face the effects based on the size of the creature (see Table 7: Wind Effects). Cold Snap: A cold snap is a sudden, unseasonable drop in temperature. Reduce base temperature by 1d12+8o F. Downpour: A downpour drops a large amount of rain over several hours, usually with little to no wind. Downpours may cause flash floods. Duststorm: These desert storms differ from other storms in that they have no precipitation. Instead, a duststorm blows fine grains of sand that obscure vision, smother unprotected flames, and can even choke protected flames (50% chance). Most duststorms are accompanied by severe winds and leave behind a deposit of 1d6 inches of sand. There is a 10% chance for a greater duststorm to be accompanied by windstorm-magnitude winds. These greater duststorms deal 1d3 points of nonlethal damage each round to anyone caught out in the open without shelter and also pose a choking hazard (see Drowning, except that a character with a scarf or similar protection across her mouth and nose does not begin to choke until after a number of rounds equal to 10 + her Constitution score). Greater duststorms leave 2d3–1 feet of fine sand in their wake.
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The combined effects of precipitation (or dust) and wind that accompany all storms reduce visibility ranges by three-quarters, imposing a –8 penalty on Perception checks. Storms make ranged weapon attacks impossible, except for those using siege weapons, which have a –4 penalty on attack rolls. They automatically extinguish candles, torches, and similar unprotected flames. They cause protected flames, such as those of lanterns, to dance wildly and have a 50% chance to extinguish these lights. Fog: Whether in the form of a low-lying cloud or a mist rising from the ground, fog obscures all sight beyond 5 feet, including darkvision. Creatures 5 feet away have concealment (attacks by or against them have a 20% miss chance). Hail: Hail does not reduce visibility, but the sound of falling hail makes sound-based Perception checks more difficult (–4 penalty). Sometimes (5% chance) hail can become large enough to deal 1 point of lethal damage (per storm) to anything in the open. Once on the ground, hail has the same effect on movement as snow. Heat Wave: A heat wave is a sudden, unseasonable increase in temperature. Raise base temperature by 1d12+8 o F. Hurricane: In addition to very high winds and heavy rain, hurricanes are accompanied by floods. Most adventuring activity is impossible under such Dodeca Weather | 10
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conditions. All flames are extinguished. Ranged attacks are impossible (except with siege weapons, which have a –8 penalty on attack rolls). Perception checks based on sound are impossible: all characters can hear is the roaring of the wind. Hurricane-force winds often fell trees. Very high winds and torrential precipitation reduce visibility to zero, making Perception checks and all ranged weapon attacks impossible. Unprotected flames are automatically extinguished, and protected flames have a 75% chance of being doused. Creatures caught in the area must make a Fortitude save or face the effects based on the size of the creature (see Table 7: Wind Effects). Rain: Rain reduces visibility ranges by half, resulting in a –4 penalty on Perception checks. It has the same effect on flames, ranged weapon attacks, and Perception checks as severe wind. Sleet: Essentially frozen rain, sleet has the same effect as rain while falling (except that its chance to extinguish protected flames is 75%) and the same effect as snow once on the ground. Snow: Falling snow has the same effects on visibility, ranged weapon attacks, and skill checks as rain, and it costs 2 squares of movement to enter a snow-covered square. A day of snowfall leaves 1d8 inches of snow on the ground. After a snowfall when it is sunny, characters outside must make a Fortitude save every hour (DC 15, +1 for each previous check) or become snowblind. Treat an affected character as blind. Snowblindness fades on its own with proper treatment (Heal check DC 5) after 1d4x10 minutes. Snow, Heavy: Heavy snow has the same effects as normal snowfall but also restricts visibility as fog does (see Fog). A day of heavy snow leaves 1d4 feet of snow on the ground, and it costs 4 squares of movement to enter a square covered with heavy snow. Heavy snow accompanied by strong or severe winds might result in snowdrifts 1d4 × 5 feet deep, especially in and around objects big enough to deflect the wind—a cabin or a large tent, for instance. There is a 10% chance that a heavy snowfall is accompanied by lightning (see Thunderstorm). Snow has the same effect on flames as moderate wind.
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Snowstorm: In addition to the wind and precipitation common to other storms, snowstorms leave 1d6 inches of snow on the ground afterward. The combined effects of precipitation (or dust) and wind that accompany all storms reduce visibility ranges by three-quarters, imposing a –8 penalty on Perception checks. Storms make ranged weapon attacks impossible, except for those using siege weapons, which have a –4 penalty on attack rolls. They automatically extinguish candles, torches, and similar unprotected flames. They cause protected flames, such as those of lanterns, to dance wildly and have a 50% chance to extinguish these lights. Thunderstorm: In addition to wind and precipitation (usually rain, but sometimes also hail), thunderstorms are accompanied by lightning that can pose a hazard to characters without proper shelter (especially those in metal armor). As a rule of thumb, assume one bolt per minute for a 1-hour period at the center of the storm. Each bolt causes between 4d8 and 10d8 points of electricity damage. One in 10 thunderstorms is accompanied by a tornado.
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The combined effects of precipitation (or dust) and wind that accompany all storms reduce visibility ranges by three-quarters, imposing a –8 penalty on Perception checks. Storms make ranged weapon attacks impossible, except for those using siege weapons, which have a –4 penalty on attack rolls. They automatically extinguish candles, torches, and similar unprotected flames. They cause protected flames, such as those of lanterns, to dance wildly and have a 50% chance to extinguish these lights. Tornado: In addition to incredibly high winds, tornadoes can severely injure and kill those that get pulled into their funnels. All flames are extinguished. All ranged attacks are impossible (even with siege weapons), as are sound-based Perception checks. 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 might 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 similar forms of major destruction. Very high winds and torrential precipitation reduce visibility to zero, making Perception checks and all ranged weapon attacks impossible. Unprotected flames are automatically extinguished, and protected flames have a 75% chance of being doused. Creatures caught in the area must make a Fortitude save or face the effects based on the size of the creature (see Table 7: Wind Effects). Windstorm: Windstorms can cause considerable damage simply through the force of their winds. Very high winds make sound Perception checks and all ranged weapon attacks impossible. Unprotected flames are automatically extinguished, and protected flames have a 75% chance of being doused. Creatures caught in the area must make a Fortitude save or face the effects based on the size of the creature (see Table 7: Wind Effects).
Weather-Related Effects
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Cold Dangers: Cold and exposure deal nonlethal damage to the victim. A character cannot recover from the damage dealt by a cold environment until she gets out of the cold and warms up again. Once a character has taken an amount of nonlethal damage equal to her total hit points, any further damage from a cold environment is lethal damage. An unprotected character in cold weather (below 40° F) must make a Fortitude save each hour (DC 15, +1 per previous check) or take 1d6 points of nonlethal damage. A character who has the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well. In conditions of severe cold or exposure (below 0° F), an unprotected character must make a Fortitude save once every 10 minutes (DC 15, +1 per previous check), taking 1d6 points of nonlethal damage on each failed save. A character who has the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well. Characters wearing a cold weather outfit only need check once per hour for cold and exposure damage. A character who takes any nonlethal damage from cold or exposure is beset by frostbite or hypothermia (treat her as fatigued). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure. Extreme cold (below –20° F) deals 1d6 points of lethal damage per minute (no save). In addition, a character must make a Fortitude save (DC 15, +1 per Dodeca Weather | 12
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previous check) or take 1d4 points of nonlethal damage. Flash Flood: Heavy rains can cause rivers to swell and break free of their banks, turning valleys to rushing mudflows and filthy lakes. Experienced guides know to stay clear of rivers during rainstorms, but tropical storms often erupt quickly, and the torrential downpour can catch adventurers in a flash flood without warning. At other times, a storm some distance away can push swelling water down the river and catch travelers in a rushing wall of water. A traveler can make a DC 20 Survival check to notice the telltale rise in water or other dangerous conditions that signal an impending flash flood. Success means the traveler and her allies have 1d4 rounds to prepare or reach high ground before the flood strikes. A flash flood sweeps past at a speed of 60 feet with enough force to knock down trees and toss boulders around. At the GM's discretion, characters caught in a flash flood might suffer additional effects, outlined below. Characters within 50 feet of a flash flood must make a DC 12 Reflex save or take 2d6 points of damage from hurtling debris. Any character wading through a river or within 10 feet of the river's edge is caught in the flash flood when it erupts and is subjected to a bull rush (CMB +20). A successful bull rush indicates the character is swept away, taking 2d6 points of damage per round (a DC 12 Reflex save each round negates this damage). Swim checks are possible in a flash flood, but they are difficult due to the churning, raging waters and should be treated as stormy water, with DC 20 Swim checks required to move through the torrent. Most flash floods last 3d6 minutes before subsiding, but on occasion longer flash floods may occur. Characters swept away by a river moving 60 feet per round or faster must make DC 20 Swim checks every round to avoid going under. If a character gets a check result of 5 or more over the minimum necessary, she arrests her motion by catching a rock, tree limb, or bottom snag—she is no longer being carried along by the flow of the water. Escaping the rapids by reaching the bank requires three DC 20 Swim checks in a row. Characters arrested by a rock, limb, or snag can't escape under their own power unless they strike out into the water and attempt to swim their way clear. Other characters can rescue them as if they were trapped in quicksand.
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Heat Dangers: Heat deals nonlethal damage that cannot be recovered from until the character gets cooled off (reaches shade, survives until nightfall, gets doused in water, is targeted by endure elements, and so forth). Once a character has taken an amount of nonlethal damage equal to her total hit points, any further damage from a hot environment is lethal damage. A character in very hot conditions (above 90° F) must make a Fortitude saving throw each hour (DC 15, +1 for each previous check) or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or armor of any sort take a –4 penalty on their saves. A character with the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well (see the skill description). Characters reduced to unconsciousness begin taking lethal damage (1d4 points per hour).
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In severe heat (above 110° F), a character must make a Fortitude save once every 10 minutes (DC 15, +1 for each previous check) or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or armor of any sort take a –4 penalty on their saves. A character with the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well (see the Survival skill in Using Skills). Characters reduced to unconsciousness begin taking lethal damage (1d4 points per each 10-minute period). A character who takes any nonlethal damage from heat exposure now suffers from heatstroke and is fatigued. These penalties end when the character recovers from the nonlethal damage she took from the heat. Extreme heat (air temperature over 140° F, fire, boiling water, lava) deals lethal damage. Breathing air in these temperatures deals 1d6 points of fire damage per minute (no save). In addition, a character must make a Fortitude save every 5 minutes (DC 15, +1 per previous check) or take 1d4 points of nonlethal damage. Those wearing heavy clothing or any sort of armor take a –4 penalty on their saves. Humidity: If the temperature is 75° F or higher, roll 1d100 to determine relative humidity. Add the relative humidity to the final temperature. Increase relative humidity by 1d12 if conditions are cloudy and by 2d12 if conditions are overcast. If the result is 160 or greater, increase the heat category by one to a maximum of severe heat. For example, let's say the final adjusted temperature is 80° F and the 1d100 indicates 90% relative humidity. The day is treated as very hot conditions. See Heat Dangers above for the effects of heat categories.
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Ice Effects: Characters walking on ice must spend 2 squares of movement to enter a square covered by ice, and the DC for Acrobatics checks increases by +5. Characters in prolonged contact with ice might run the risk of taking damage from severe cold. Sunburn: A character can become sunburned in any climate, especially when it is sunny and there is a surface such as snow, sand, ice, or water to reflect the sun's rays. A character not sufficiently protected against the sun and reflected glare must make a Fortitude save every hour (DC 15, +1 for each previous check) or become sunburned. Each failed save inflicts 1d4 points of nonlethal damage. Every 4 points of nonlethal damage also inflicts 1 point of Dexterity damage. Wind Chill: If the current temperature is 35° F or lower, the actual temperature effects may be more severe due to wind chill. Reduce the temperature by 3° F per 5 MPH of wind speed when determining cold dangers. For example, if the temperature is 30° F with a 25 MPH wind, exposed characters are subjected to an effective 15° F temperature when determining cold dangers. Wind Speeds: The wind can create a stinging spray of sand or dust, fan a large fire, keel over a small boat, and blow gases or vapors away. If powerful enough, it can even knock characters down, interfere with ranged attacks, or impose penalties on some skill checks. Dodeca Weather | 14
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Table 7: Wind Effects Wind Speed
Ranged Attacks
Siege Weapons1
Checked Size2
Blown Away Size3
Fly Penalty
Light
0-10 MPH
no effect
no effect
--
--
--
Moderate
11-20 MPH
no effect
no effect
--
--
--
Strong
21-30 MPH
-2
no effect
Tiny
--
-2
Severe
31-50 MPH
-4
no effect
Small
Tiny
-4
Windstorm
51-74 MPH
impossible
-4
Medium
Small
-8
Hurricane
75-174 MPH
impossible
-8
Large
Medium
-12
Tornado
175-300 MPH
impossible
impossible
Huge
Large
-16
Wind Force
1
The siege weapon category includes ballista and catapult attacks as well as boulders tossed by giants.
2
Creatures of this size or smaller are unable to move forward against the force of the wind unless they succeed on a DC 10 Strength check (if on the ground) or a DC 20 Fly skill check if airborne. 3
Creatures on the ground are knocked prone and rolled 1d4 × 10 feet, taking 1d4 points of nonlethal damage per 10 feet, unless they make a DC 15 Strength check. Flying creatures are blown back 2d6 × 10 feet and take 2d6 points of nonlethal damage due to battering and buffeting, unless they succeed on a DC 25 Fly skill check.
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➔ 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 Perception 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 Perception checks are at a –4 penalty. This is the velocity of wind produced by a gust of wind spell. ➔ Hurricane-Force Wind: All flames are extinguished. Ranged attacks are impossible (except with siege weapons, which have a –8 penalty on attack rolls). Perception checks based on sound are impossible: all characters can hear is the roaring of the wind. Hurricane-force winds often fell trees. ➔ 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. Perception checks that rely on sound are at a –8 penalty due to the howling of the wind.
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Magic Weather All of the weather effects described above are mundane, part of the natural world. In a fantasy game, however, it only seems fair to spend a bit of time discussing the supernatural. Thus, what follows isn't a lot of crunchy rules for magic weather, but rather seeks to present a few examples of special weather drawn from folklore, superstition, et cetera. Bizarre Rainfall: Stories of things other than water falling from the clouds are widespread and go back hundreds of years. Fish, frogs, worms, blood, et cetera, have all rained down on places. Whenever a rain event is generated, roll 1d24. On a 1, some sort of bizarre precipitation results instead. Roll 1d12: (1-2) fish, (3-4) frogs, (5-6) flesh and blood, (7-8) snails, (9-10) slimy goo, (11-12) strangely colored water. In general, the strange rainfall shouldn't last very long, perhaps only 1d12 minutes at most. This downpour should probably been mostly harmless as well. Perhaps some small amount of nonlethal damage would be appropriate, or maybe every now and then the frogs could form into swarms of poisonous amphibians. Moon Lore: Okay, the moon really isn't weather, but lore about the moon figures prominently in folktales about the weather and the seasons. Here are three examples of how moon lore might be adapted for your game. ➔ Blue Moon: A blue moon is the second full moon in a calendar month. This rare event leads to there being four full moons in a quarter year instead of just three. Some medieval European lore links the blue moon with deception. During the evening of a blue moon, all creatures enjoy a +2 circumstance bonus to Bluff and Stealth checks. ➔ Harvest Moon & Hunter's Moon: The harvest moon is the full moon that occurs closest to the autumnal equinox. The hunter's moon is the first full moon after the harvest moon. Both moons are widely seen as good omens. During the 24 hours of the harvest moon, everyone gets a +2 luck bonus to Craft and Profession checks. During the evening of the hunter's moon, everyone gets a +2 luck bonus to Perception and Survival checks.
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Parhelion: A parhelion is a bright spots on the solar halo. It is caused by the diffraction of light by ice crystals in the atmosphere, especially at sunset. These “false suns” have sometimes been interpreted as omens. Whenever the temperature is 25o F of colder, roll 1d12. On a 1, a parhelion occurs at sunset. Divination spells cast during the 1d12 minutes of the parhelion take effect with a +1 bonus to caster level. Rainbows: Rainbows are a nearly universal symbol, found in mythologies and folklores the world over. One common motif is that the rainbow is a symbol of divine protection. It is a bow aimed at the heavens, protecting the terrestrial realm from supernatural and/or divine vengeance. Rainbows also represent creation and bridges between mortal and celestial regions. After any rainfall, or during a light rain, roll 1d24. On a 1, a rainbow occurs. If so, roll 1d12, on a 1, the rainbow has some magical significance.
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Table 8: Magic Rainbows d12
Effect
1-2
Celestial Protection. The rainbow is a sign of divine benevolence. All good-aligned creatures who see the rainbow gain a +1 sacred bonus to saving throws for the next 1d12 hours.
3-4
Celestial Blessing. The rainbow is a divine benediction. All good-aligned creatures who see the rainbow gain a +1 sacred bonus to attack rolls for the next 1d12 hours.
5
Celestial Visitation. The rainbow is a divine herald. Some sort of good-aligned outsider arrives to visit with the PCs. If the PCs are good or neutral, the outsider's attitude is friendly. If the PCs are evil, its attitude is unfriendly. If the PCs can improve the outsider's attitude to helpful, it will provide assistance for no more than 1d12 minutes before it must move on to other errands.
6-7
Fey Sign. One end of the rainbow marks the location of a fey lair. Select a suitable fey to form the basis for an encounter of appropriate difficulty for your players' characters.
8 9-10
Diabolical Visitation. The rainbow is a diabolical herald. Some sort of evil-aligned outsider arrives to visit with the PCs. If the PCs are good or neutral, the outsider's attitude is unfriendly. If the PCs are evil, its attitude is friendly. If the PCs can improve the outsider's attitude to helpful, it will provide assistance for no more than 1d12 minutes before it must move on to other errands. Diabolical Curse. The rainbow is an evil omen. All good-aligned creatures who see the rainbow suffer a -1 profane penalty to attack rolls for the next 1d12 hours.
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Diabolical Harm. The rainbow is a sign of evil influence. All good-aligned creatures who see the rainbow suffer a -1 profane penalty to saving 11-12 throws for the next 1d12 hours.
Weather & Skills And now we arrive at the last part of d12W. Weather can affect skill checks, as has already been noted in several places above. A character can also use certain skills to predict weather. Handle Animal: Animals often dislike intense weather events, and many seem to sense impending violent weather before people can. A character trained in Handle Animal gets a +2 competence bonus to other skill checks made to predict weather. This assumes there are animals around that the character can observe. Predicting Weather: Knowledge (geography), Knowledge (nature), and Survival can be used to predict the weather. I also recommend that certain Professions also be useful in this regard. For example, a character with Profession (sailor) could be skilled at predicting the weather at sea or in coastal regions. Knowledge (arcana) and/or Knowledge (religion) could be used to predict magical weather events. I recommend a base 20 DC to predict the next day's weather, with one additional day's knowledge earned for every 5 points over the DC the character's skill check achieves. Thus, a character who gets a 25 total on a Survival check could predict the weather for the next two days.
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Weather Worksheet Day 1 Season Climate
Altitude
Terrain
Weather Event
Temperature
Day 2
Day 3
Day 4
Day 5
Day 6
Day 7
Temp.
Temp.
Temp.
Temp.
Temp.
Temp.
Temp.
Clouds
Clouds
Clouds
Clouds
Clouds
Clouds
Clouds
Temp.
Temp.
Temp.
Temp.
Temp.
Temp.
Temp.
Temp.
Temp.
Temp.
Temp.
Temp.
Temp.
Temp.
Clouds
Clouds
Clouds
Clouds
Clouds
Clouds
Clouds
Event
Event
Event
Event
Event
Event
Event
Wind Spd
Wind Spd
Wind Spd
Wind Spd
Wind Spd
Wind Spd
Wind Spd
Temp.
Temp.
Temp.
Temp.
Temp.
Temp.
Temp.
Event
Event
Event
Event
Event
Event
Event
Wind Spd
Wind Spd
Wind Spd
Wind Spd
Wind Spd
Wind Spd
Wind Spd
Precip.
Precip.
Precip.
Precip.
Precip.
Precip.
Precip.
Duration
Duration
Duration
Duration
Duration
Duration
Duration
Wind Spd
Wind Spd
Wind Spd
Wind Spd
Wind Spd
Wind Spd
Wind Spd
Start
Start
Start
Start
Start
Start
Start
End
End
End
End
End
End
End
Actual
Actual
Actual
Actual
Actual
Actual
Actual
Humidity
Humidity
Humidity
Humidity
Humidity
Humidity
Humidity
Wnd Chill
Wnd Chill
Wnd Chill
Wnd Chill
Wnd Chill
Wnd Chill
Wnd Chill
Night
Night
Night
Night
Night
Night
Night
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Notes You have permission to reproduce this page as much as you need to.
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Weather Worksheet Sample Day 1 Season Climate
Altitude
Terrain
Notes
Day 4
Day 5
Day 6
Day 7
40
Temp.
40
Temp.
40
Temp.
40
Temp.
40
Temp.
40
Temp.
40o
Clouds
partly
Clouds
cloudy
Clouds
clear
Clouds
cloudy
Clouds
cloudy
Clouds
cloudy
Clouds
cloudy
Temp.
-10o
Temp.
-10o
Temp.
-10o
Temp.
-10o
Temp.
-10o
Temp.
-10o
Temp.
-10o
Temp.
--
Temp.
-10o
Temp.
-10o
Temp.
-20o
Temp.
-10o
Temp.
-10o
Temp.
--
Clouds
--
Clouds
+1
Clouds
+1
Cloudy
+2
Clouds
+1
Clouds
+1
Clouds
--
Event
--
Event
-1
Event
-1
Event
-2
Event
-1
Event
+1
Event
--
Wind Spd
--
Wind Spd
Wind Spd
--
Temp.
--
Temp.
--
Temp.
--
Temp.
--
Event
--
Event
--
Event
--
Event
Wind Spd
--
Wind Spd
--
Wind Spd
--
Precip.
--
Precip.
4 in.
o
+5 MPH
Wind Spd
o
+5 MPH
10 in.
o
Wind Spd +10 MPH Wind Spd
o
+5 MPH
Wind Spd
o
+5 MPH
Temp.
--
Temp.
--
Temp.
--
--
Event
--
Event
--
Event
--
Wind Spd
--
Wind Spd
--
Wind Spd
--
Wind Spd
--
Precip.
--
Precip.
--
Precip.
--
Precip.
--
Duration
10 hrs.
Duration
4 days
Duration
16 hrs.
Duration
--
Duration
--
Duration
--
Duration
3 days
Wind Spd
16 MPH
Wind Spd
16 MPH
Wind Spd
15 MPH
Wind Spd
19 MPH
Wind Spd
22 MPH
Wind Spd
17 MPH
Wind Spd
18 MPH
363808
Start
0800
Start
0200
Start
0300
Start
--
End
1800
End
day 5
End
1900
End
--
Actual
Temperature
Day 3
Temp.
Precip.
Weather Event
Day 2 o
30
o
Actual
39
o
Actual
39
o
Actual
29
o
Start
--
End
--
Actual
39
o
Start
--
End
--
Actual
20
o
Start
1400
End
day 9
Actual
17o
Humidity
--
Humidity
--
Humidity
--
Humidity
--
Humidity
--
Humidity
--
Humidity
--
Wnd Chill
-9o
Wnd Chill
-9o
Wnd Chill
-9o
Wnd Chill
-9o
Wnd Chill
-12o
Wnd Chill
-9o
Wnd Chill
-9o
Night
-17o
Night
-20o
Night
-18o
Night
-13o
Night
-16o
Night
-11o
Night
-12o
sub-arc., early spring low pass start of heat wave normal altitude wind chill @ night all mountain hvy snow = snow
low pass wind chill @ night change to overcast snow = rain
high pass
low pass end of heat wave wind chill @ night
low pass
normal altitude start of cold snap
This sample tracks the PCs during their week-long trip through a mountain pass to reach the site of the next adventure. The forecast is cold, wet, and windy, especially at night.
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OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1.Definitions: a."Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; b."Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; c."Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; d."Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. e."Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; f."Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor g."Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. h."You" or "Your" means the licensee in terms of this agreement. 2.The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4.Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
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7.Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8.Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9.Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10.Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11.Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12.Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13.Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14.Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15.COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn. Pathfinder RPG GameMastery Guide, Copyright 2010, Paizo Publishing, LLC; Authors: Cam Banks, Wolfgang Baur, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K Reynolds, F. Wesley Schneider, Amber Scott, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff. Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. Dodeca Weather. Copyright 2012, Spes Magna Games; Mark L. Chance.