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- Inclement: Hot temperatures (Between 85° and 110° Fahrenheit during the day, 10 to 20 degrees colder at night.), Windy (Wind speeds are moderate to strong (10 to 30 mph).)
- Normal: Hot temperatures (Between 85° and 110° Fahrenheit during the day, 10 to 20 degrees colder at night.), Calm Winds (Wind speeds are light (0 to 10 mph).)
- Abnormal: Hot temperatures (Between 85° and 110° Fahrenheit during the day, 10 to 20 degrees colder at night.), Windy (Wind speeds are moderate to strong (10 to 30 mph).)
- Duststorm: The combined effects of precipitation (or dust) and wind that accompany all storms reduce visibility ranges by three quarters, imposing a -8 penalty on Spot, Search, and Listen 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. See Table: Wind Effects for possible consequences to creatures caught outside without shelter during such a storm. 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. However, there is a 10% chance for a greater duststorm to be accompanied by windstorm-magnitude winds. These greater duststorms deal 1d3 points of nonlethal damage each round to anyone caught out in the open without shelter and also pose a choking hazard (see Drowning—except that a character with a scarf or similar protection across her mouth and nose does not begin to choke until after a number of rounds equal to 10 × her Constitution score). Greater duststorms leave 2d3-1 feet of fine sand in their wake.