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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
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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 encyclopdique 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.


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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.
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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.
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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

Temperate

-20 F

Sub-Tropical

-10 F

+0 F

Tropical

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

Step 3: Altitude
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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

High Peak

-10 F

Base Temperature

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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

Forest

Hills

Mountains Ocean/Sea
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

Use the first modifier for warm currents and the second modifier for cold currents.

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.

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

1-2

1-5

--/15o F

11

--

3-4

3-4

5-6

Snow, Heavy

--/20 F

1-2

Snowstorm

--/25o F

Snow

Forest

--

Cold Snap
Blizzard

Desert

1-3

1-4

5-6

6-7

7-8

8-10

6-7

6-7

5-6

6-7

--/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

8-9

9-10

11-12

13-14

10

10-11

10

Fog

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

1-5

12-16

11-13

15-18

16-19

17-20

13-15

14-15

12-14

15-17

1-4

17-18

--

--

--

--

16-17

16

15-17

--

1-2

19-20

14-15

19-20

20-21

21-22

18-20

17-19

18-20

18-19

--

21

16

21

--

--

21

20

21

20

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.

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).
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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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Windstorm

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 winda 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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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 2d31 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
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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
winda 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.

363800

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

363801

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
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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 snagshe 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.

363802

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.

363803

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.
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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

The siege weapon category includes ballista and catapult attacks as well as boulders tossed by giants.

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.

363804

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.

363805

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.

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

363807

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.

+5 MPH

Wind Spd

+5 MPH

10 in.

Wind Spd +10 MPH Wind Spd

+5 MPH

Wind Spd

+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

Actual

39

Actual

39

Actual

29

Start

--

End

--

Actual

39

Start

--

End

--

Actual

20

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.
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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
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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 holders name to the COPYRIGHT
NOTICE of any original Open Game Content you Distribute.

Dodeca Weather | 20

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 Players 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.

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