Weather

Weather has an effect on everyday life.  Whether it’s mundane or dangerous, weather can be as harmless as being part of the scenery or present life-threatening risks to the adventure.  But more than that, weather effects are amplified throughout different months of the year.

Regardless of the time of year, however, there are weather effects that will affect one’s adventure.  Let’s cover the basics.

Rain, flurries, and mild humidity are minor inconveniences and as such do not subject travelers to a penalty.  Weather such as heavy rain, snow, strong winds, and a high level of heat have a bit more of an impact on those traveling in these conditions.  As such, any units caught in these various conditions are subjected to penalties.  Check out that usually never right weather forecast and plan to see how this will affect your travels!

Elements

Weather Tier 1

Weather Tier 2

Weather Tier 3

Shadow

Fog

Night Curtain

Supreme Blackout

Spirit

Spiritual Whirlpool

Spiritual River

Spiritual Ocean

Creation

Aura Mist

Particle Pressure

Lifestream Swirls

Destruction

Dimension Alteration

Dimensional Tare

Dimensional Overlap

Earth

Tectonic Shakes

Sandstorm

Sand Maelstrom

Wind

Hurricane

Black Wind

Clean Up on Isle 5

Water

Heavy Rain / Snow

Torrential Downpour / Blizzard

Absolute Zero

Fire

High Heat & Humidity

Scorcher

Drought

Null

Mythical Breeze

Mythical Gust

Mythical Stream

Light

Strong Sunlight

Aurora Spectrum

White Wash

Weather effects can throw a wrench into anyone’s plans but they have real potential to be dangerous, or even beneficial, depending on the time of year.  As here in Tome of Outerah we have ten months, each of them dedicated to an Element, weather effects are changed depending on the month.  Listed below are the amplified (or dampened) effects!

And unless listed otherwise, Elemental Affinity and racial boons & banes apply though they may not protect from all penalties.

Weather Effects

T1 Shadow – Fog
A blanket of Fog engulfs the area all around you. The Lord of Shadows has this effect constantly around him at the Deadzone of Angelar. However, Fog can creep up in any planet it becomes more concentrated in subterranean environments. You’ll know you’re experiencing the first phase of the Month of Shadow when you see a purple, dark mist rising rapidly from ground level.  Fog isn’t just a land-based problem either, as it can rise from water, or materialize out of thin air as well as the depths of space!  This effect can occur in both space and on planets though it is harder to see while traveling through the former.

  • Weather Effects:
    • Half visibility range to all units who are not Shadowborn.
    • You gain a Plus Charge when gaining Hidden or are currently under its effects.
    • The gravity has a chance to become distorted within the area, making it either heavier or lighter. The OG rolls 1D4 to see whether everyone in the area is with the Buff Guaranteed Haste (roll 1), the Debuff Guaranteed Slow (roll 2), or neither (roll a 3 or 4).  This effect lasts until the fog clears the area.
  • Shadow Affinity Perks:
    • Gain double visibility range rather than others who are penalized to half vision.
    • You cannot be afflicted with Blind, Hazy, or Hallucination Debuff within the covered area blanketed.  The power of Shadow also grants you the ability to discern reality from imagination – you are impervious to illusions as you have True Sight so long as you are in any area under the effect of Fog!

The sunlight fades early, and nights are both young and long these days. Even the heaviest amount of light is but a dim flicker in this thick fog.  Fog transitions into the second phase and this also easy to spot, as the familiar purple fog has darkened considerably, appearing as a nearly black cloud.  Like the Tier 1 effect, Night Curtain can occur in both on any planet as well as anywhere in space. Due to how dark the fog of Night Curtain is, this is much tougher to spot while traveling through space.

  • Weather Effects:
    • Cuts visibility range to all non-shadowborn units to a quarter.
    • You gain a Super Charge while under the effects of Hidden.
    • The gravity has a 50% chance to become distorted within the area, making gravity lighter than normal.  Everyone gains Guaranteed Slowfalling within the zone.
    • Vintarri are always in Shadow Mode for the duration, regardless of whether it’s day or night.
    • Warrior Samurai skills are shifted to Night-based Mode.
    • Sorcerers are unable to use Solar Mode skills.
  • Shadow Affinity Perks:
    • A Shadowborn’s visibility is amplified, their eyes attuned to the darkness they were blessed with. They can see at double the range!
    • You cannot be afflicted with Blind, Hazy, or Hallucination within the affected area. Like the Tier 1 effect, Shadowborn are impervious to illusions and have the benefit of True Sight at all times.

Light simply ceases to exist when The Long Night begins.  While one’s other senses function as normal, all they’ll see around them is pitch black. Gone are the obvious signs, such as fog or a thick black cloud; one won’t notice the globe of darkness containing them unless they can navigate their way out.  Those that cannot navigate their surroundings by other means, such as echolocation or blind sense, have their visual range reduced to zero.  The gravity becomes heavy, making the ability to travel or even move under these effects a daunting, even dangerous task.  This effect can happen in both on any planet and in space; this effect is only possible to spot if one is safely outside of the dome-shaped trap. In space, the globe is fully instead of dome-shaped.

  • Weather Effects:
    • Visibility range to all non-shadowborn units turns to 0.
    • All units are automatically granted the Hidden status.
    • The gravity becomes distorted within the zone, causing gravity to increase in the area.  This causes Guaranteed Slow within the zone.  Those with less than 20 Strength have 0 Move and Jump, while those under 40 Strength have 0 in just Jump.
    • Vintarri are always within their Shadow Mode for the duration, even during the official Day.
    • Warrior Samurai skills are shifted to Night-based Mode.
    • Sorcerers are unable to use Solar Mode skills.
  • Shadow Affinity Perks:
    • Shadowborn can see even better in this darkness. They gain the ability to see at triple the range!
    • Shadowborn cannot be afflicted with Blind, Hazy, or Hallucination within the affected area.  Like the previous two tiers, Shadowborn are impervious to illusions and have the benefit of True Sight at all times.
    • Shadowborn are immune to any and all gravitational effects caused by Fog, Night Curtain, or The Long Night.

A whirlpool of chilling spiritual energy roars to life, acting as a magnet to pull spirits into their final resting place. The pressure is heaviest at the center and lightens as the whirlpool expands, but one really does not want to be a spirit, whether dead or in Spirit Mode.  A mist is seen within the sky, creating the white or grey clouds to glow light blue, minutes before the energy starts swirling clockwise like the elemental wheel.  This effect is seen on planets only.

  • Weather Effects:
    • There is a 25% chance that a revive fails when on Spirit Release Countdown.  Roll 1D4 and don’t get a 1!
    • The Spirit Release countdown is twice as fast, each tick counting down by two instead of one.  Those with less than 100 Spirituality who attempt to enter Spirit are immediately subjected to a Spirit Release Countdown, though they’ll be able to re-enter their bodies as long as they don’t stray far.
    • The current of the spiritual energy makes all physical projectiles and thrown items to have a 25% chance of missing.  Roll 1D4 and don’t get a 1!
  • Spirit Affinity Units:
    • Maximum Spirit Mode range that your spirit and body can cross doubles and your spirit in Spirit Mode or Spirit Release is not altered by the weather effect.  
    • All skills that do not require your Hit Points in any way, such as many Blood Mage skills, are temporarily usable! 

A horde of tendrils surges forward like a torrential river, ripe with spirit energy and hungry for lost souls. This weather effect occurs in areas with abnormally high concentrations of spirit energy, and is often a sign that there’s a tear in the fabric of reality resulting in the energies of Oculusai leaking into Outerah. These vine-like tendrils move as if they’re of one mind, similar to a hive, and seem to have predatory sentience as this “river” seeks lost spirits to add to their collective.  When one sees a bluish-white aura expanding over the horizon, that’s a telltale sign that this dangerous weather effect is inevitable.

As explosive an entrance as this weather effect makes, it ends quicker than most, usually within minutes, but the effects are quite severe!  This effect happens the most within space and while this can be seen on any planet, it’s almost always in the subterranean levels.

  • Weather Effects:
    • The Spirit Release countdown does not take place should one fall in battle. Slain units are automatically swept away if caught under the effects of Whirling Dervish.  Unless one has at least 100 in Spirituality, attempting to enter Spirit Mode will effectively kill the unit as they suffer the same fate. Those with 100 or more points receive a 3 Round countdown timer instead.
    • The current of the spiritual energy causes all physical projectiles and items thrown to miss by 50% as they are blown well out of their intended trajectory.  Roll and don’t get an even number!
    • Hunters with Pact Magic who offer their soul to ask for help from a deity cause them to take 50% more damage from all sources.
    • Bishops who have unlocked the Devotion skill gains a minimum 100% resistance to all of their Deity’s elements; this does not stack so if the value is already higher, they gain no additional effect.
  • Spirit Affinity Units:
    • Maximum Spirit Mode range that your spirit and body can cross triples and your spirit in Spirit Mode or Spirit Release is not altered by the weather effect.  
    • All skills that do not require your Hit Points in any way, such as many Blood Mage skills, are temporarily usable! 

Energy from Spirit World overflows into the material plane, enveloping areas far and wide with clear blue mist.  Entering the area seems to have little effect at first, as one suffers little more than harmless static shocks and the air is slightly thicker.  However, these sensations bely terrifying effects as the aptly named “Oculusai’s Will” feels like it’s asserting itself, eager to harvest spirits and expand its influence.

After the first minute, the area changes drastically. Spirit energy is at an all-time high concentration and even those lacking in the ability to see or interact with spirits will hear chilling screams, long-winded groans, and cries for help. Those who can see and interact with spirits, however, see something far worse. Lost souls are ripped from Outerah itself, taken to Oculusai where they rest for an eternity. Many souls have departed before their time and yours could too if you’re not careful.  These unfortunate entities are sucked into the Spirit World like a vacuum and this “scenery” persists until the effect ends. Fortunately, these “intrusions” from Oculusai don’t tend to last for very long, but the average—one hour—can feel like an eternity.

This effect occurs only on planets, and takes around 10 minutes for the effect to set in and another ten minutes before it subsides after lasting for, at minimum, one hour.

  • Weather Effects:
    • There is a 90% chance that a revive fails when on Spirit Release Countdown unless you are a Spiritborn.  Roll 1D10 and hope for the best!
    • The Spirit Release countdown stops, as if unconscious, until the weather effect subsides or the unit is revived.
    • The spiritual energy makes all physical objects tossed or propped unable to traverse through effectively.  Reduces the Range to all projectiles to traverse only 1 Cell.  
    • Hunters with Pact Magic who offer their soul to ask for help from a Deity will have them give you 50% more damage to their effects.  Even the Katsu tossed at you will deal 2 damage now instead of 1!
    • Bishops who have unlocked the Devotion skill gains a minimum 50% resistance to all of their Deity’s elements (as long as it isn’t already higher)
  • Spirit Affinity Units:
    • Maximum Spirit Mode range which your spirit and body can cross triples and your spirit in Spirit Mode or Spirit Release is not altered by the weather effect.  While in Spirit Mode, you are always under the effect of Haste.
    • All skills that do not require your Hit Points in any way, such as many Blood Mage skills, are temporarily usable! 

Particles of golden energy float in the skies like fireflies dancing in the night. This mist doesn’t obstruct visibility like Fog, and is not considered precipitation since it isn’t wet.  This spectacle taking minutes to begin, but particle buildup and condensation increase rapidly as time passes. This affect normally occurs on planets such as Blackheart, and can even light up dark places if this weather effect manifests in subterranean environments.

  • Weather Effects:
    • Those who are debuffed within the area of effect incur a Minus Charge on all vitality-based checks.
    • You are healed by 3 times your level at the end of every Round.
    • Increases your WIS Core Stat by 5.
    • Neutral-property attacks are all endowed to the Creation Element. Enchanting your weapon or applicable skill will allow for the use of other elements.
  • Creation Affinity Units:
    • Debuffs do not affect you within the zone; as a Creationborn, if you are affected by one before entering Light Show’s area of effect, the debuff timer stops until you exit.
    • You always spot traps, courtesy of the golden aura outlining them. In addition, you gain Plus Charge against any traps you may not be able to avoid!

Concentrations of creation energy manifest in the form of beautiful golden diamonds, lighting the area as if they were stars in the nighttime sky. These cannot be interacted with as everything passes right through them. The energies emitting from this brilliant display, however, are quite tangible. Those who pass through will find themselves healthier, as ailments are weakened and, at later stages, nullified. This can take place both within space and on any planet.

  • Weather Effects:
    • Debuffs do not affect you while under the effects of Particle Pressure. The vitality penalty from the previous tier is no longer in effect.
    • You are healed by 6 times your level per Round.
    • Gain 1 MP per Round, or 2 MP if Creation-born.
    • Neutral-property attacks are all endowed to the Creation Element. Enchanting your weapon or applicable skill will allow for the use of other elements.
  • Creation Affinity Units:
    • As a Creationborn, if you are affected by any number of debuffs before entering Particle Pressure’s area of effect, the debuffs are automatically purged from you.
    • In addition to being able to see traps, courtesy of the previous tier, you can will the creation energy around you to set them off from a safe distance! Any trap within 10 cells of your current location is susceptible to your power.
    • Your power as a Creationborn enhances the effects of this benevolent phenomenon. If you are affected by one or multiple before entering Particle Pressure’s area of effect, all debuffs are immediately purged.
    • You always spot traps, courtesy of the golden aura outlining them. In addition, you gain Plus Charge against any traps you may not be able to avoid!

A wave glimmering gold flows through the air, sparkling like gems as they dance all around you.  While not an illusion, this energy cannot be interacted with and one’s hand will simply pass through if they attempt to touch. A feeling of warmth, security, and calm washes over you as you feel all of your worries and maladies wash away.

Traveling in these conditions is optimal as the power of Creation blesses all, not just those born under its affinity, with some truly wonderful perks.  It’s little surprise that when this weather phenomenon occurs, life is good.  Crops yield the best harvest, fertility is at an all-time high, general health and well-being are never better; there’s a reason why this weather phenomenon was given its name.

This can be found both within space and on any planet.   

  • Weather Effects:
    • In addition to all of the previous effects sans the vitality penalty from Light Show, which is no longer in effect, you are immune to debuffs! (Bear in mind that enemy units receive this benefit, as well as all other benefits from weather-based perks!)
    • In addition to debuffs not affecting you, any attempt to apply a debuff must pass a Hyper Charge.
    • You are healed by 10 times your level per Round.
    • Neutral-property attacks are all endowed with the Creation Element.  Enchanting your weapon or applicable skill will allow for other elemental use.
    • All Corruption-based attacks and affinities turn into Neutral under the effects of Golden Opportunity, temporarily losing their Corruption property.
  • Creation Affinity Units:
    • As a Creationborn, if you are affected by any number of debuffs before entering Golden Opportunity’s area of effect, the debuffs are automatically purged from you and you are healed, both in hit points and magic points, by an amount equal to the number of debuffs multiplied by your primary class level!
    • In addition to being able to see traps, courtesy of the previous tier, you can will the creation energy around you to set them off from a safe distance! Any trap within 10 cells of your current location is susceptible to your power.
    • You always spot traps, courtesy of the golden aura outlining them. In addition, you gain Plus Charge against any traps you may not be able to avoid and you can trigger them from a safe distance (10 cells) by activating them with the abundant Creation energy this weather phenomenon produces!
    • You deal double damage to any unit born under the affinity of a Corruption-based element.

The fabric of reality that keeps Outerah woven begins to unravel. Thin veils give way to glimpses of other worlds and it’s this paper-thin protection that stands between the realm and its collapse.  These streaks of orange could also just be an unusual fluctuation of Destruction energy!  The skies are blanketed in a sea of orange following the flash of these streaks and that’s a telltale sign that the powers of Destruction are even more volatile and unpredictable than usual.

This phenomenon usually occurs in the space, but can be seen on any planet as well.  

  • Weather Effects:
    • Buffs do not activate 50% the time within the zone unless the affected unit(s) are Destructionborn.
    • The skill Repair may not work 50% the time under the effects of this phenomenon. Roll a dice and don’t get an odd number!
    • Neutral property weapons are weakened, causing them to incur a 25% chance to Shatter (Weapon) anytime they make contact.  Roll 1D4 and don’t get a 1!
    • Destruction-based attacks deal 20% additional damage.
    • Kejirus (Boss) is granted Tier 3 Badass Buff for the duration of the zone, and an additional 10 minutes after it fades away.
  • Destruction Affinity Units:
    • As a Destructionborn, you are impervious to the breakdown of the magic empowering you. Unlike those around you, you retain any and all active buffs!
    • Adds Void Shatter or Void Destroyed to all your gear.

The fabric of reality that keeps Outerah woven begins to unravel. Thin veils give way to glimpses of other worlds and it’s this paper-thin protection that stands between the realm and its collapse.  These streaks of orange could also just be an unusual fluctuation of Destruction energy!  The skies are blanketed in a sea of orange following the flash of these streaks and that’s a telltale sign that the powers of Destruction are even more volatile and unpredictable than usual.

This phenomenon usually occurs in the space, but can be seen on any planet as well.  

  • Weather Effects:
    • Buffs do not activate 50% the time within the zone unless the affected unit(s) are Destructionborn.
    • The skill Repair may not work 50% the time under the effects of this phenomenon. Roll a dice and don’t get an odd number!
    • Neutral property weapons are weakened, causing them to incur a 25% chance to Shatter (Weapon) anytime they make contact.  Roll 1D4 and don’t get a 1!
    • Destruction-based attacks deal 20% additional damage.
    • Kejirus (Boss) is granted Tier 3 Badass Buff for the duration of the zone, and an additional 10 minutes after it fades away.
  • Destruction Affinity Units:
    • As a Destructionborn, you are impervious to the breakdown of the magic empowering you. Unlike those around you, you retain any and all active buffs!
    • Adds Void Shatter or Void Destroyed to all your gear.

The multiple layers of Outerah begin to merge with overlapping planes, causing areas of Outerah, Orgarges, and Oculusai to mingle together temporarily.  These places merge seamlessly and those traversing a different plane will end up within that plane if the effect ends while within it.  The bleak, almost red sky lets loose with strikes of orange lightning, the strike of each bolt tearing away at the dimensional rift separating the three realms.  Reality is all but unwoven and passage between the realms just got a whole lot easier.

This weather effect can occur both in space and on any planet.

  • Weather Effects:
    • Buffs do not activate within the zone unless the affected unit(s) are Destruction-born.
    • The skill Repair may not work 90% the time within the region. Roll a 1d10 and hope for the best!
    • Neutral property weapons are considerably weakened to a fragile, causing them to Shatter (Weapon) when used.
    • Monsters can traverse though different planes, and once the effect ends, those who have left their native plane are trapped in their new one.  
    • Kejirus (Boss) is granted Tier 3 Badass Buff for the duration of the zone, and an additional 10 minutes after it fades away.
  • Destruction Affinity Units:
    • As a Destructionborn, you are impervious to the breakdown of the magic empowering you. In addition to the previous tier’s effects, you have a 100% chance to draw the broken-down particles of the buffs that were destroyed, regardless if friend or foe was affected by this. When this happens, the duration of your buffs are refreshed and last for double the duration!
    • Adds Void Shatter or Void Destroyed to all your gear.

The ground begins to rumble, causing all sorts of mayhem for those in the affected area.  Constant tremors make the lives of those traveling across land more difficult, tripping or otherwise making it difficult where there would otherwise be no hindrance to one’s movement. While it may not appear as dangerous as some other weather effects, the fact that this can last for days makes traveling a far more daunting prospect.  It’s not just adventurers who suffer, but everyday folk can find their lives compromised as these tremors can damage their livelihood as this phenomenon can lead to the destruction of valued possessions, should the tremors cause them to fall.

This effect can only be found on planets.

  • Weather Effects:
    • At the start of every Round a vibration occurs.  The extent of the rumble is determined by a 1D4 dice roll to create the DR of the resistance.  Roll an acrobatics check to resist Topple. 1-DR5; 2-DR10; 3-DR15; 4-DR20
    • The constant noise and vibrations compromises one’s Chat Action. Those only within 5 Cells of you can hear you clearly.
    • 1D4 physical traps within the area are triggered each Round, as the sand either damages them or fools the mechanism.  The oldest traps are set off first.
  • Earth Affinity Units:
    • As an Earthborn, the natural world is your strength. Under the effects of this phenomenon, you take 20% less damage from all attacks.
    • You do not incur Movement penalties, but your Chat Action is still compromised.

Sand scours the skies as earthen particles are lifted to great heights by a strong, turbulent wind. This storm is quite the drastic change from its preceding phemonenon, as those caught within this dangerous weather effect will find themselves pelted not only by coarse, rough sand, but anything that this storm manages to bring with it during its rampage.  

This effect can only be found on planets.

  • Weather Effects:
    • The sand pelts all units in the area for 10% of their health at the end of every Round unless the affected unit(s) are Earthborn.  Those who are below ground level, whether in a tunnel or hole, also do not get damaged. 
    • Visibility is reduced to a quarter of its normal value while under the effects of this storm. Those without eye protection have a 50% chance of becoming temporarily Blind for up to 3 Turns.  Anyone affected by this must wipe their face with their Off-hand action in order to be able to see again.
    • The raging storm makes Chat Action a difficult task. Those only within 3 Cells of you can hear your clearly.
    • 1D6 physical traps within the area are triggered each Round, as the sand either damages them or fools the mechanism.  The oldest traps are set off first.
  • Earth Affinity Units:
    • As an Earthborn, the natural world is your strength. Under the effects of this phenomenon, you take 30% less damage(rounded down) from all attacks.
    • You do not take damage from the sand each Round and have no Movement penalties. Additionally, any hostile trying to harm you incurs a Minus Charge when attempting to strike you in melee combat, as the sand acts as your personal shield.

Those who have endured the might of a Sandstorm would sooner go through a dozen of those if it meant they could avoid the devastating power of an Arid Maelstrom. The sand accumulated by the storm is clumped together and is quite hot, causing those within the area Burning and Bruising as you get pelted to death. The maroon-colored dust makes those caught under the effects of Maelstrom’s fury will also receive [2d6] fixed earth damage.  

This effect can be found on planets only.

  • Weather Effects:
    • The sand pelts all units within the area for 10% of their health and [2D6] fixed Earth damage at the end of every Round unless they are Earth-born.  Those who are below ground level, whether in a tunnel or hole, also do not get damaged. 
    • Visibility becomes only a quarter within the stormy region. Those without eye protection have a 50% chance of gaining Guaranteed Blind(3).  Each time a unit ends their Turn, they must roll to resist Burn and Bruising. 
    • The raging storm makes Chat Action a difficult task.  Those only within 2 Cells of you can hear you clearly.
    • 1D10 physical traps within the area are triggered each Round, as the sand either damages them or fools the mechanism.  The oldest traps are set off first.
  • Earth Affinity Units:
    • As an Earthborn, the natural world is your strength. Under the effects of this phenomenon, you take 40% less damage from all attacks.
    • You do not take damage from the sand each Round and have no Movement penalties. Additionally, any hostile trying to harm you incurs a Hyper Charge when attempting to strike you in melee combat, as the sand acts as your personal shield.

Wind comes and goes, but a grey sky continuously getting more dark grey will be the only sign you need to get out of the skies! The Nebula Cloud of Repter is 1 huge Hurricane in the skies passing by, unmoved by the destruction often left in its wake.  When a Hurricane is over the horizon, winds begin to blow downward as the air pressure drops and the speed of the storm continues to excel at an alarming rate.

This storm tears through anything in its path and is a major reason why some people in Outerah lose their homes when considering natural phenomenon. Traveling in these conditions is ill-advised, as it’s all to easy to lose control of one’s own movement.  Those brave or foolish enough to press on will find themselves experiencing the power of nature in one of its rawest, purest, and most dangerous forms.

This weather effect can occur both on any planet and in space.

  • Weather Effects:
    • All Cells in the area become Difficult Terrain.
    • The howling winds cause your verbal Chat Action to become halved.  
    • There is a chance to be moved by the storm if failing a DR save at the start of your Turn, causing either Push or Propelled up to 4 Cells.  If moved, roll 1D4 to see how far you are sent, wind direction dependent.
    • Units cannot fly in these conditions.  Those within the air when it starts crashes to the ground below at the start of their Turn due to the initial pressure which crashes in the region from above, taking falling damage. (There are warning signs when a Hurricane is about to strike at least 6 Rounds prior and those who can fly will know what to look for.)
    • Airships are penalized with a Hyper Charge when moving in the air within a Hurricane. A failed roll of a DR20 or higher will have the Airship blown off course.
  • Wind Affinity Units:
    • As a Windborn, you have some control over even the greatest of storms, like this one. Once per Round, you can enhance your movement with a burst of wind, allowing you to move two cells after completion your full Movement. This requires your Specialty Action. However, this can also be used to avoid danger as you’re far more at home in these conditions than your foes. By using your Trigger Action, you can avoid an attack and move out of the way!
    • While others are blowing in the wind, you are immovable, and each step you take is yours.  You are immune to Topple, Push or Propelled Debuffs.
    • Gain +1 to Move and Jump.

Don’t worry, the air isn’t actually black. Well, hopefully. The black winds begin to howl, their ear-piercing screech the least of one’s worries.  The high winds in these conditions are so fierce and strong that one can potentially be launched from the ground.  Units or vehicles capable of flight must exercise extreme caution; units on the ground must pass a DR15 lest they be lifted from the ground and hurled into the distance.  And if that wasn’t enough, projectiles of all sorts become not a viable option, causing any and all projectiles to be lifted into the air… never to be seen again.  Taking shelter in a cave is a great idea during these storms.  

  • Weather Effects:
    • All Cells in the area become Difficult Terrain.
    • The howling winds cause your verbal Chat Action to become halved.  
    • There is a chance to be moved by the storm if failing a DR save at the start of your Turn, causing either Push or Propelled up to 4 Cells.  If moved, roll 1D4 to see how far you are sent, wind direction dependent.
    • Units cannot use flight within these conditions.  Those within the air when it starts crashes to the ground below at the start of their Turn due to the initial pressure which crashes in the region from above, taking falling damage. (There are warning signs when a Hurricane is about to strike at least 6 Rounds prior and those who can fly will know what to look for.) 
    • Airships are penalized with a Hyper Charge when moving in the air within a Hurricane. A failed roll of a DR20 or higher will have the Airship blown off course.
  • Wind Affinity Units:
    • While others are blowing in the wind, you are unhindered and can move as normal.  You are also immune to Topple, Push or Propelled Debuffs.
    • Gain +1 to Move, Jump, and Speed.

The winds of the storm blow at such high speeds that everything in its wake is at its mercy.  These intense winds can tear down Titan-sized buildings, and deal damage to what it pierces through.  So, in other words, buildings or any other sort of cover provide no protection at all.  The only true shelter is to hide somewhere underground or being fortunate enough to not be in the area. 

In addition to the pre-existing penalties inflicted by Black Winds, the speeds at which the wind blows are so great that any unit can and will be ripped from the ground and launched into the air, where they are hurled for anywhere between several feet (if they’re very lucky) or miles away.  Being swept up like this will almost certainly lead to death.

And while taking cover underground is the smart move, it’s not enough to simply take shelter.  When retreating underground, one must get at least 10 Cells away from the cave entrance.  If they don’t, then the opening acts as a vacuum and will suck the unfortunate unit out and into the open, where they’ll be at the storm’s mercy.

  • Weather Effects:
    • All Cells in the area become impossible to traverse.
    • The howling winds cause your verbal Chat Action to become unavailable (unless you plan to talk to yourself as no one can hear anything other than the wind…)
    • There is a 100% chance to be moved by the storm, causing either Push or Propelled up to 10 Cells.  Roll 1D10, while incurring a Minus Charge, to see how far you are sent and what direction you’re being flung in, 1D4 to see how many cells you are moving up or down, and a third dice to see if you go down (odd) or up (even).
    • Airships and any other flying devices are blown out of the sky, crashing onto the surface below where the inhabitants will be swept up almost right away.
    • While Wind-affinity units can still traverse in this condition, it costs 1 Affinity charge per Round due to the amount of effort required to stay immovable. However, should a Windborn find itself pulled from the surface, they can control the direction they are sent as well as nullify the impact of where they’re sent, negating any falling damage.
  • Wind Affinity Units:
    • As a Windborn, you are one with the wind. Any windy conditions, no matter how minor or major, grant you Haste! It cannot be dispelled and remains in effect for one minute after this phenomenon subsides. While this might not amount to much on the surface, you will receive this great benefit in the safety of shelter too! You are also immune to the vacuum effect that would pull others from the relatively safety of their underground haven.
    • While others are blowing in the wind, you are impervious to the high speeds of the storm you’re right at home in.  You are immune to Topple, Push or Propelled debuffs.
    • Gain +2 to Move and Jump.

A little water never hurts anyone, but buckets of water falling out of the sky will certainly ruin one’s day!  The Angler Fish of Lord Repter can create a Heavy Rainstorm on a whim.  At times, the clouds can absorb considerably more water than usual, and they will eventually burst.  When they do, it rains (or snows) for days without pause. 

Fire, whether natural or magic, simply cannot exist in these conditions. While fireborn units can function as normal, this constant downpour prevents even the most basic of fires from starting. This storm also wreaks havoc upon all sorts of terrain, making travel a lot more difficult than it normally would be.

This weather pattern only happens on planets.

  • Weather Effects:
    • The land becomes Difficult Terrain, and the effects are felt to those not aligned with the Water Affinity.
    • Subtract 2 to any and all Wisdom-based Talents due to compromised visibility.
    • Subtract 2 to any and all Agility-based Talents en lieu of the slippery terrain.
    • Fire spells fizzle out while fire enchanted weapons become temporarily Neutral property.
    • All fires within the area are doused.
    • Boutanyas have an infinite Hydration meter while the downpour is in effect.  
    • Aquatic creatures who can’t normally breathe on land are able to temporarily.
  • Water Affinity Units:
    • Difficult Terrain does not decrease your mobility during the weather effect, and cannot be Frozen.  Absolute Zero requires 1 Affinity Charge per Round to resist.
    • Half-Cover is treated as Full-Cover against attacks aimed towards you.

It’s raining hard outside; there’s water as far as the eye can see! You can feel the drops bombarding you from the sky and it’s difficult to see in front of you.  Units caught within a torrential downpour are subjected to a Minus Charge to any and all Perception-based checks that affect one’s ability to see.  Additionally, units attempting to climb or scale terrain, or if they have to make a similar Agility-based check, also suffer a Minus Charge to their roll.

Much like its watery counterpart, this vicious snowy storm impedes vision.  In addition to inflicting many of the same penalties upon units as Torrential Downpour, units must also contend with the biting cold.  Elemental Affinity and racial boons & banes apply, but these do not protect a unit from the penalties to Perception or Agility-based checks.  In addition to the damage dealt, one’s body grows colder and colder.  It becomes hard to move and failing a  DR20 Endurance Check results in a unit losing 1 to Move and Jump; ten minutes later, this penalty increases to 2.  A successful roll will subtract one from the penalty total; the penalty will be flat out removed when one’s body is warmed, whether by taking cover in warm shelter or if one or one’s allies has the means to produce magical heat.

  • Weather Effects:
    • The land becomes Difficult Terrain, and the effects are felt to those not aligned with the Water Affinity.
    • Fire spells fizzle out while fire enchanted weapons become temporarily Neutral property.
    • Receive a Minus Charge to any and all Wisdom-based Talents due to compromised visibility.
    • Receive a Minus Charge to any and all Agility-based Talents en lieu of the slippery terrain.
    • All fires within the area are doused.
    • Boutanyas have an infinite Hydration meter while the downpour is in effect.  (Torrential Downpour)
    • Aquatic creatures who can’t normally breathe on land are able to temporarily. (Torrential Downpour)
    • Every minute one is exposed to this weather condition, they suffer 1d4 fixed water damage. (Blizzard)
    • Minus 1 Move and Jump with a failed DR20 Endurance Check every 10 minutes. (Blizzard)
  • Water Affinity Units:
    • Half-Cover is treated as Full-Cover against attacks aimed towards you.
    • Your latent powers as a Waterborn yield an incredible boon during the heaviest of downpours. Under the effects of Torrential Downpour, you can hold your breath underwater indefinitely and any prolonged exposure to water, such as one minute or more under the rain, grants you 1 HP/1MP every Turn in battle and also helps rest come by easy when it’s time for a Break!
    • Waterborn units are not affected by the terrain and can pass through normally; they are also unhindered by the effects of Blizzard.

Blizzards are cold enough, but winters in the Month of the Angler can truly be a spectacle to behold.  The oceans, even as salt-laden as they are, freeze solid, effectively making the area one giant ice-skating rink. That said, it’s unwise to traverse on this widespread blanket of ice as temperature drop so low that all but the hardiest of Waterborn are fully subjected to penalties induced by this chilling weather effect.  In other words, if one is not immune to water then their resistances don’t mean a thing.

  • Weather Effects:
    • The land becomes Difficult Terrain, and the effects are felt to those not aligned with the Water Affinity.
    • Fire spells fizzle out while fire enchanted weapons become temporarily Neutral property.
    • All fires within the area are doused.
    • Boutanyas and other plant based units have an infinite Hydration meter, but are Guaranteed Frozen for the entire duration of the weather effect.  
    • Aquatic creatures who can’t normally breathe on land are able to temporarily, but they instantly become Guaranteed Frozen for the entire duration of the weather effect.
    • Those who are not Water-born must make a DR20 Endurance Check.  A failed save grants -2 in Move and Jump the first time, and Guaranteed Frozen the second fail until the weather effect subsides.
    • Those who are Frozen take 2*Lvl in fixed water damage per 10 seconds / 1 Round.  Being immune to Water removes this damage, but units will remain Frozen unless one is a Waterborn.
  • Water Affinity Units:
    • Difficult Terrain does not decrease your mobility during the weather effect, and cannot be Frozen.  Absolute Zero requires 1 Affinity Charge per Round to resist.
    • Half-Cover is treated as Full-Cover against attacks aimed towards you.
    • Your latent powers as a Waterborn yield an incredible boon during the heaviest of downpours. Under the effects of Torrential Downpour, you can hold your breath underwater indefinitely and any prolonged exposure to water, such as one minute or more under the rain, grants you 3 HP/3MP every Turn in battle and when it’s time for a Break, you instantly fall asleep.  Additionally, any ailments plaguing you are washed away the moment you doze off!

While not dangerous to the point of being lethal, it’s wise to seek shelter under these conditions as to not overexert oneself.  The sunlight is harsh, humidity overbearing, and even the air has a hot, muggy taste to it.  Any unit capable of sweating will be pouring buckets in mere minutes!  Traveling through this weather condition causes units to incur a -2 to any and all Vitality-based checks as your body is substantially hotter than it should be.  Fire dragons, fire elementals, androids, and those who are resistant or immune to fire due to their elemental affinity or racial boon ignore this.  This effect happens only on planets.

  • Weather Effects:
    • Water spells fizzle out while water enchanted weapons dry up and become temporarily Neutral property.
    • -2 to any and all Vitality-based checks.
    • Flammable items and gear, such as cloth, catch on fire if hit with a fire-based attack.
    • Boutanyas only need 5 minutes within this lighting in order for it to satisfy the Resting to starve the Deprivation Meter requirement.  Androids recover from solar power at twice the speed!
    • Aquatic creatures lose 10% of their health on land per Round due to the sun drying them out.  Ouch!
  • Fire Affinity Units:
    • Those who are Fire-born receive Tier 1 Badass Buff while in the sun!
    • Fire attacks deal 10% more damage.  Those that would normally cause Burn will instead cause Severe Burn.

It’s a hot one, alright. Temperatures have reached a point where it’s so hot that not only does one become flushed with heat, but it also becomes difficult to breathe.  Travelers will see heat hazes and as such, this can distort one’s vision.  These heat-induced mirages are so intense that they induce a Minus Charge penalty to any and all Perception-based checks upon anyone caught in these conditions.  Surfaces such as rock or metal become extremely hot and will deal damage (1d6 fixed fire) to one whose skin is exposed to it, such as if one grabs a ledge and attempts to climb it, for every Turn.  Elemental Affinity and racial boons & banes will protect a unit from the damage; fire dragons do not feel the effects of the heat but they are still subjected to the penalty wrought on by the heat haze.  This effect happens only on planets.

Last but certainly not least, any units whose vision is acclimated for life in the dark suffer a -2 to any and all vision-based checks during daytime hours.  These types of units, if suddenly exposed to any natural light, are blinded for one minute and incur a -2 when rolling for Speed.

  • Weather Effects:
    • Water spells fizzle out while water enchanted weapons dry up and become temporarily Neutral property.
    • The blinding light makes melee attacks have a Minus Charge to hit, while long range attacks such as bows and guns are penalized with a Hyper Charge. 
    • Items hit by a Fire attack will light on fire!
    • Boutanyas only need 5 minutes of exposure to this level of heat in order for it to satisfy its resting period to stave off the Deprivation Meter requirement.  Androids recover from solar power at twice the speed and gain a +2 when rolling for Speed, should the android find itself in battle within the first hour of fully recharging!
    • 1D6 fixed fire damage to those touching a rock or metal object at the start of each of one’s Turn, and has a chance to cause Burn.
    • Roll 1D10 for every minute to check your vision.  You have a 10% chance to start seeing illusions.
    • Aquatic creatures lose 20% of their health on land per Round due to the sun drying them out.  Ouch!
  • Fire Affinity Units:
    • Those who are Fire-born receive Tier 1 Badass Buff while in the sun!
    • Fire attacks deal 10% more damage.  Those that would normally cause Burn will instead cause Severe Burn.

The heat produced by this highly dangerous weather condition is not just severe, it’s unbearable for almost all lifeforms. Protection simply isn’t enough while traveling; finding shelter underground or in a subterranean area, such as a cave, isn’t just smart, it’s mandatory.  Those brave, or foolish, enough to venture during a Drought phenomenon are subject to Guaranteed Blind without proper eyewear, and the fire-based damage from this effect, as well as fire-based damage from all sources, is tripled.  The mirage effects of the heat haze reach far and wide, blanketing the planet in a brilliant shimmer.  There’s no solace at night either; the temperature nary changes and it’s entirely possible to die of heat stroke while sleeping. 

And it’s not enough to simply resist the effects of heat; if one is not flat out immune to fire, even a fire-resistant unit will suffer the full effects of any penalty induced by this brutal weather effect.  This effect happens only on planets.

  • Weather Effects:
    • Water spells fizzle out while water enchanted weapons dry up and temporarily become Neutral property.
    • The blinding light makes attacks which surpass 2 Cells have a Minus Charge for a hit, while long range bows and guns firing 6 or more cells away are penalized with a Hyper Charge to see if it hits.  Those with vision tuned for a life in the dark have these Cell ranges halved before penalties are calculated.
    • Items hit by a fire-based attack can light on fire! 
    • Adds Guaranteed Blind to any without proper eyewear. 
    • Boutanyas and other plant creatures begin to wither and die. Their Hydration Meter cannot go above 30%.  Androids recover from solar power at quadruple the speed!
    • 3D6 fixed fire damage to those touching a rock or metal object or surface at the start of each of one’s Turn, and has a chance to cause Burn.
    • Roll 1D4 for every minute to check your vision.  You have a 25% chance to lose focus, incurring a Minus Charge if trying to attack in combat.
    • Aquatic creatures lose 40% of their health on land per Round due to the sun drying them out.  Yikes!
  • Fire Affinity Units:
    • Fireborn receive Tier 1 Badass Buff while in the sun!
    • As a Fireborn, your latent power has evolved to the point where you are essentially an agent of heat. You receive no penalties under the effects of Drought, debuffs are “burned away” right away, and you enjoy the benefits of +1 to Move, Jump, and Speed!  Additionally, you are healed by an amount equal to your total class level every five minutes as you soak in the heat as if this excruciatingly hot phenomenon is no big deal.
    • Fire units can also deal damage to those who touch them, similar to touching metal.  Attacks that would normally cause Burn will instead cause Severe Burn.

A light gentle breeze can happen at any time, but when the skies begin to glow a light green tint you know this isn’t just any ordinary gust.  The constant swirls of swirls purify the air as it passes by.  This effect can happen in both space and on planets, but usually happens in space, making the wind-like gust accumulating a glaring alert to all rather than observing the green lighting.

  • Weather Effects:
    • Land effects such as magic or traps are not usable within the affected area.  Those already on the field are inactive.
    • Buffs and Debuffs deactivate in this soothing breeze, temporarily halting the countdown timer of these effects.
    • Neutral and Elemethonal attacks become Null-based within the zone.
  • Null Affinity Units:
    • Debuffs blow away from your being rather than become paused, allowing you to be free and clear from them!
    • Null-based attacks heal you for the full amount which would normally be your damage (-100%).

A slight pressure is felt as if some unseen force is trying to push you back slightly.  The surroundings have a transparent green glow within the area.  This effect can happen in both space and on planets, but usually happens in space.  The color within space appears bright compared to the background, making it easy to spot.

  • Weather Effects:
    • Land effects such as magic or traps are not usable within the affected area.  Magic already on the field are dispelled.
    • Buffs and Debuffs deactivate in this soothing breeze, temporarily halting the countdown timer of these effects.
    • Spirit Release becomes twice the normal timeframe due to the null energy blocking out the spirit-based transmission linking you to the Spirit World.  Even Spirit Consumers are delayed when trying to find you.
    • Neutral and Elemethonal attacks become Null-based within the zone.
  • Null Affinity Units:
    • Debuffs blow away from your being rather than become paused, allowing you to be free and clear from them!
    • Null-based attacks heal you for the full amount which would normally be your damage (-100%).

It feels as if some unknown source is trying to squeeze you.  The Null energy slowly causes pressure within the area until it becomes slightly unbearable, causing minor damage per Round.  This effect can happen in both space and on planets, but usually happens in space, making the wind a glaring alert to all rather than observing the green lighting.

  • Weather Effects:
    • Land effects such as magic or traps are not usable within the affected area.  Magic already on the field are dispelled and all traps become destroyed due to the force of the energy.
    • Each Round or every 10 seconds causes 1 damage if in an outside area.  Indoors allows you to stay free and clear!
    • Spirit energy is locked within the area, intercepting those trying to reclaim your soul.  This effect temporary halts the countdown timer until you are revived or the weather effect disperses.
    • Buffs, Debuffs, Damage Over Time (DOTs), and Heal Over Time) HOTs deactivate in this zone, temporarily halting the countdown timer of these effects.
    • Neutral and Elemethonal attacks become Null-based within the zone.
  • Null Affinity Units:
    • Debuffs blow away from your being rather than become paused, allowing you to be free and clear from them!
    • Null-based attacks heal you for the full amount which would normally be your damage (-100%).

The sun’s rays seem to shine a little brighter, but this just the start of the Strong Sunlight phenomenon.  From the moment the sun’s rays break through the night, the transition to day is remarkably quick as dawn simply doesn’t occur. Sunrise gives way to a bright day, and the intensity of the light only intensifies as clouds dissipiate, leaving those exposed at the mercy of the sun.  While sunburn is normal, the very real possibility of catching a real Burn is a constant threat throughout the prime hours of a day.  Travelers will almost certainly want protection, be it heat resistant gear or shaded glasses to protect their eyes.

Units whose vision is acclimated to a life in the dark are especially vulnerable. In fact, they may wish to relocate at the earliest convenience as their vision is greatly compromised. While not blinded, it’s difficult to navigate when everything around you is a blur. This effect only intensifies as Light-based weather effects more potent than Strong Sunlight occur. This effect can happen both on any planet and in space, but happens more often in space due to it not having an atmosphere.

  • Weather Effects: 
    • Divest, portal, summoning, or other dimensional altering skills cannot be used.
    • Hidden units and items have a slight glow around them, making them easy to spot. Anyone attempting to locate them enjoys the benefit of a Plus Charge in their search for them.
    • Being out in the sunlight for over 1 minute consecutively requires a Vitality Save, or otherwise obtains the Burn status until out of the sun.  Having Burn for 10 minutes turns it into Severe Burn, while having Severe Burn for an hour renders a unit Seared.
    • Attempts to steal items or gear incur a Minus Charge to succeed in the attempt.
    • Vintarri are always within their Light Mode for the duration, even during the official Night.
    • Warrior Samurai skills are shifted to Day-based Mode regardless of the time.
    • Sorcerers are unable to use Lunar Mode skills.
  • Light Affinity Units: 
    • As a Lightborn, Haste always has double the duration while under the effects of Strong Sunlight!
    • The spectrum of light shines the hues of the elements. You are able to see the slight tint of color on all units, allowing you to know which elemental affinity each unit is.

Everything around you becomes hazy and it’s not from a lack of sleep or having one too many to drink.  This beautiful light display is a dangerous phenomenon, as those caught under it become unable to distinguish what is real and what is fake.  Are those fellow travelers or monsters to fight, or are they a trick of the mind, an illusion cast upon you and your companions?  

Perhaps most dangerous aspect of this weather effect is that it persists throughout all hours of the day. Nighttime becomes a luxury, but it only a temporary solution as dawn will inevitably break.

This effect can happen in both space and on planets.

  • Weather Effects: 
    • Divest, portal, summoning, or other dimensional altering skills cannot be used.
    • Half of the zones and objects in the area are falsified.  
    • Hidden units and items have a moderate glow around them, making those searching for them have a Super Charge in seeking them out!
    • Items trying to be stolen have a Hyper Charge from it taking place.
    • Vintarri are always within their Light Mode for the duration, even during the official Night.
    • Warrior Samurai skills are shifted to Day-based Mode.
    • Sorcerers are unable to use Lunar Mode skills.
  • Light Affinity Units: 
    • Haste’s duration is doubled and it grants you 1 HP/1 MP healing per Turn!
    • The spectrum of light shines bright, its rays streaked with the colors of the elements. You are able to see the slight tint of color on all units, allowing you to know which elemental affinity each unit is.

Everything around you slowly becomes white and super bright as the Light itself washes over the area! There’s nowhere to turn away since it’s all around you. Traveling through this area without special vision such as Echolocation or Blind Sense is dangerous for anyone, as the brightness renders one unable to see at all.  While their other senses function as normal, one is rendered Blind while in this phenomenon’s area of effect.  Leaving the source isn’t enough to regain sight; it takes up to fifteen minutes for one’s eyes to readjust as the extreme drop in light is equally disorienting.  This effect can happen in both space and on any planet.

  • Weather Effects: 
    • Divest, portal, summoning, or other dimensional altering skills cannot be used.
    • As your vision is compromised, any unit in your vicinity—ally or enemy—is treated as if they are under the effects of Hidden.
    • Vintarri are always in their Light Mode for the duration, even during nighttime hours.
    • Warrior Samurai skills are shifted to Day-based Mode.
    • Sorcerers are unable to use Lunar Mode skills.
  • Light Affinity Units: 
    • As a Lightborn, Haste’s duration is doubled and it grants you 3 HP/3MP healing per Turn!
    • After moving the maximum number of cells available to you, you can use your Off-hand Action to sprint, effectively doubling your Movement!
    • The spectrum of light shines the hues of the elements. You are able to see the slight tint of color on all units, allowing you to know which elemental affinity each unit is.
    • You are immune to the blinding light of White Wash and can see as normal. You are also immune to the Blind status effect as a whole.

Outeran Calendar and Enhanced Weather Effects

  • The night stays younger for longer during the month of Eternal DarknessInstead of 12 hours of daylight, the sun is only active for eight hours.  The remaining 16 hours of the day are blanketed in thick darkness.  Those that do not have dark-vision in the night can only see half the distance of their normal vision for the month.  When it is night time, units—players and enemies both—take a Minus Charge penalty on Perception Checks against any unit with the Hidden Status, as they have ample darkness to hide in.
  • Weather Buffs:
    • Whether it is day or night time the area around appears to be a bit dimmer.  It is as if the shadows are always leaking around during the month.  It is more frequent for Night Curtain to take place, especially since Fog is always upgraded to such during the month.  The gravity is guaranteed to become lighter, granting Slowfalling at a 100% chance within the area when any Shadow-based, Creation-based, and Earth-based element weather effect.
  • The Month of Lost Souls is truly a requiem for the damned.  Those who die during this month face a fate worse than death.  The threat of one’s soul being devoured by spirit consumers is at an all-time high during these thirty-two days, as they have learned that this month is the best time of the year for hunting their prey.  Thanks to the spike in spirit energy potency, a unit’s spirit release counter has a value of 1 higher than normal (so races with a value of 3 now have 4) and that just may be this month’s one saving grace. Spirit Consumers are not only attracted to the souls of the dead; those who make use of Spirit Mode also need to beware, as they’ll be just as vulnerable as those who have fallen on the field.
  • Weather Buffs:
    • Your spirit might be in trouble during this month!  When any weather effect, besides the six aligned with Null or Spirit, is in play there is a 10% chance that your spirit upon Spirit Release gets a Round snatched away from the countdown timer!  Plan your departure accordingly.  There is also a 10% chance that a revive method fails during the duration.
  • Life flourishes more than any other time of year during this bountiful month!  Units who specialize in healing reap in some serious benefits not only for themselves, but their allies as well!  Every healing spell, regardless of elemental type, gains a 10% chance to deal 50% more healing than normal!  Healers aren’t the only ones who enjoy a great boon during this month; the construction of buildings, weapons (via blacksmithing), and such are completed 50% faster than normal!
  • Weather Buffs:
    • There are always some Creation-based particles within the air, even if the full effects of a creation-based weather effect isn’t in play.  This allows for a consistent 1 Hit Point heal and 1 Magic Point recovery to take place no matter which of the 10 element-based weather effects are in play.
  • Nobody likes the Month of Decay more than the grim reaper.  Your Spirit Release death counter begins at one stage lower (if your death counter is 3, it becomes 2), but this isn’t exclusive to players.  All creatures are at their most vulnerable during these unnerving thirty-two days.  Additionally, harvests and produce are much more difficult to grow and maintain; alchemic concoctions are prone to diluting due to the breakup of the chemical compounds.  These suffer a 50% reduction in production.  As such, those items that are successfully created tend to be sold at higher prices due to low supply and high demand.  But there’s more to this month than just dreary changes to the environment and some of them can be used to a player’s advantage.  Status effects are easier to apply for both players and enemy units.  During this month, all units on the receiving end of a status affliction roll a Minus Charge to resist the effect. 
  • Weather Buffs: 
    • As is standard for this powerful element, the Month of Destruction is a dangerous time of year and some weather effects are amplified as well.
    • During Heavy Rain & Snow, the snow is a little different.  That’s because it’s not snow at all; ash falls from the skies.  As such, Blizzard weather effects have a chance to blind travelers as the high volume and velocity in which the ash blows can stagger and irritate those caught under this weather condition.  The existing penalties remain unchanged.
    • Rain, during Heavy Rain & Snow and Torrential Downpour, also has a new look.  Rather than normal rain, travelers will find themselves at the mercy of acid rainstorms; the acid counts as destruction and as such, every minute one is caught in rain under the effects of Heavy Rain & Snow or Torrential Downpour suffers 1d4 fixed destruction damage and 1d8 fixed destruction damage respectively.  
    • Furthermore, when any weather effect is in play, there is always an extra 25% chance of failing when creating goods such as Alchemist Potions, or successfully taming Pets.
  • Welcome to the Month of Labyrinth, where the many worlds of Outerah take on a life of their own!  Plant growth is accelerated a great deal during these thirty-two days; there’s no time of year that farmers enjoy more than the Earth Element’s special month, as harvests are almost universally successful and reap a tremendous bounty!  Additionally, the construction of buildings, dams, and the like seem to always go off without a hitch during this period of time!  People and creatures who inhabit the worlds also gain a special boon from mother nature herself!  Any and all earth-based skills gain a bonus d10 to all damage.  This is its own separate dice roll, so if you roll say… [2d6] normally?  Add [1d10] on top of the [2d6]!  The D10 is rolled before calculating modifiers and the like into the roll’s total value.
  • Finally, a moment’s reprieve.  There are no changes to any weather effects during this month!
  • Can you survive the devastation reaped upon the worlds during the Month of the Storm?  Whether it’s a hurricane rampaging through part of a planet or a nebulous tempest tearing through the galaxy, these thirty-two days are not safe for anyone. And it’s not just these storms that threaten adventurers and the planets’ inhabitants, but the electromagnetic interference also disrupts the technology that Outerah has collectively become so dependent on.  Are you daring enough to travel during this dangerous month?  If so, all wind-based skills have a 10% chance to Topple a creature and deal an extra [1D6] damage in addition to the damage an attack would normally deal!
  • Hurricane is automatically upgraded to Black Winds during this month.  The effects of Black Winds are so dangerous to travelers that each DR has an additional +5 to their normal check!
  • Fire weather effects such as Scorcher also create firestorms during the month, causing widespread fires if they do start due to winds hurling flames far and wide.
  • Furthermore, any weather effect can drastically increase in size, blanketing an entire planet for the duration.
  • Enjoy riding the tides as we surf our way into the Month of the Deep Sea!  There is a higher chance of precipitation during this month, making it the ideal time for frogons and other aquatic lifeforms to shine!  In any body of water, your movement speed is increased by 50%.  Water-based attacks have a chance to freeze a target by 10% during this month, and all water-based attacks deal an additional [1D4] damage in addition to the damage normally dealt.
  • Every world receives a healthy bounty of rain during the Month of Water; It is Angelar’s month of the year where they receive an abundance of Green Tea and as such, even Sector 7 harvests as much as they can to ration it for the drier future months.  But for the wary traveler, there’s a lot more to consider.  The penalties of Heavy Rain & Snow are doubled.
  • Those who are Frozen during the effects of Blizzard take 4*Lvl in fixed water damage per 10 seconds / 1 Round.  Being immune to Water removes this damage, but one will still be rendered Frozen.
  • The water damage inflicted by Absolute Zero is increased to 4*Lvl in fixed water damage per 10 seconds / 1 Round. Being immune to Water removes this damage, but one will still be rendered Frozen.
  • Feel the burn as the heat gets turned up during the Month of the Phoenix!  Tempers tend to flare up during this time of year as the heat across the worlds becomes all but unbearable; worlds like Blackheart and Angelar are scorched by dry heat while the inhabitants of Vicrious find themselves smothered in excess humidity.  For units who specialize in social skills or other charisma-based talents, utilizing diplomacy, bluffs, or anything likeminded comes with a price.  All charisma-based talent checks receive a -5 penalty for the duration of the month.  Traveling is especially dangerous during this month as the Upkeep Deprivation penalties are incurred at double the rate!  So rather than five tiers of fatigue, there are three; Tier 1 counts as Stage 2, Tier 3 counts as Stage 4, so reaching Stage 5(death) becomes much easier. Any race who is immune to fire-based effects, such as a fire dragon, maintain this immunity and are therefore unaffected!  Last but certainly not least, fire type skills are more potent, granting an extra 1D6 damage (in addition to damage normally dealt!) and adding a 10% chance to burn with all fire-based attacks. 
  • Weather Buff:
    • Regardless of the planet, rain is a rare sight during this month (and virtually nonexistent on Angelar, causing Green Tea scarcity.) Snow is virtually unheard of and while rain is possible, the water is very warm and sometimes even boiling hot!  Typically, the middle of the Month of Fire is the hottest time of year; rain feels more like water being shot from a geyser and if Torrential Downpour occurs, those caught traveling under these conditions find themselves at the mercy of boiling heavy rain.  Units will take a constant [2d8] fixed damage each start of the Round; half of these counts as fire and half counts as water with a minimum of two damage received (1 fire, 1 water.) If hit by the boiling water there is a chance to gain Burn status.
    • Bodies of water, such as lakes, ponds, or even oceans, are also extremely hot.  It’s also not unusual for small rivers, creeks, or tributaries to completely evaporate.  Aquatic creatures stay at the bottom of said bodies of water to avoid getting cooked from the boiling bubble bath above.  The penalties of High Heat & Humidity are doubled.
    • And as you may have guessed, Scorcher weather conditions during the Month of Fire can completely halt one’s travel plans.  The Minus Charge penalty becomes a Hyper Charge and the [1d6] fire damage is upgraded to [2d6].  The damage of any burn effects is always doubled under the effects of Scorcher and during the Month of Fire.
  • Everyone in Outerah can feel the favor of Lady Luck herself as the Month of Great Fortune rolls around!  During the course of these thirty-two days, adventurers are blessed with greater chances of finding treasure or valuable loot.  When rolling for loot, add 5% to the total value of your roll!  Thanks to the abundance of goods that are sold to shopkeepers by those who adventure throughout the lands of Outerah, vendors tend to also have higher quality items in their shops during this period of time.  OGs add 5% to store inventories when players are shopping!
  • Weather Buff:
    • Travelers really like this month.  While normal (T1) and mundane weather effects can still occur, any amplified weather effects in the Tier 2 and Tier 3 categories, such as Scorcher and Black Winds, are strangely absent during the Month of Null.  However, Mythical Gust and Mythical Stream may still take place during this month.
  • Feast your eyes on the month of Eternal Light!  The sun sets much later in this month, allowing for 16 hours of bright sunlight rather than 12.  Most days are hot and dry and the warmth of light soothes the soul.  However, this bright light isn’t just beautiful.  It’s so radiant and intense that it can potentially troublesome during travel, particularly for those whose vision is attuned to the hours of the night.  Those that have dark-vision gain a Minus Charge on vision-based Perception Checks past 10 Cells in daylight, and half as much fog.  However, those same units inhibited during the day can see even farther during nighttime hours!  During this time, those with dark-vision can see double the distance.
  • Weather Buff:
    • The sun burns even brighter during this month; any penalties that pertain to one’s vision, are amplified.  In particular, High Heat & Humidity and Scorcher become stronger and induce a minus 5 roll penalty on visual-based Perception checks during daytime hours.
    • Units who boast keen night vision suffer even greater effects during Scorcher, again during daytime.  They are rendered blind during the day, as the sun’s rays are unbearable to their eyes; if suddenly exposed to a light source, they are stunned for one minute and if combat is initiated, they are always last on the Speed order as they need a hot moment to get their bearings.
    • Furthermore, Strong Sunlight and Aurora Spectrum are quite common to take place throughout the month.