EFFECTS OF THE ENVIRONMENT


 
 

<timeanddate.com>
<full text for this chapter is done>


Temperature && Wind
Precipitation
Special Weather
Damage from Heat and Cold
Effects on Equipment
-
-
-
-
WSG

    At most times and in most places,
the physical conditions of the environment do not generally present any hindrance to the successful performance of normal activities.
However, when one or more extreme conditions are evident,
the effect on performing even the simplest task or maneuver can be so drastic as to make success virtually or actually impossible.

Temperature && Wind +

<note: dungeons are noted as "relatively cold places" - cf. Giant Scorpion>
<note: cold does send the body into 'shock', and it raises the metabolism, in theory>
<try to combine the following table with the table on page 26, if possible>

    When the DM first asseses the effect of the environment
on characters && creatures, he first takes into acct. the
ET && the current wind velocity.
Other considerations may also apply in special cases, and those effects
may either augment or supersede the effects of temperature and
wind velocity.

Table 4: TEMPERATURE EFFECTS <corrected: check!>
Personal Temperature Str Dex Con Land Move Attack Rolls Celsius
-40 or lower -2 / -1 -5 / -4 -2 / -1 1/2 -4 -40
-39 to -30 -2 / -1 -4 / -3 -2 / -1 1/2 -3 -39 to -34
-29 to -20 -1 / 0 -3 / -2 -1 / 0 2/3 -2 -33 to -29
-19 to -10 -1 / 0 -2 / -1 -1 / 0 2/3 -1 -28 to -23
-9 to 0 - -2 / -1 - 3/4 -1 -22 to -17
1 to 10 - -1 / 0 - 3/4 - -16 to -13
11 to 20 - -1 / 0 - - - -12 to -7
21 
to 
79
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
80 to 89 - - 0 / -1 3/4 - 27 to 31
90 to 99 0 / -1 - -1 / -2 3/4 -1 32 to 36
100 to 109 -1 / -2 0 / -1 -2 / -3 2/3 -2 37 to 42
110 to 119 -1 / -3 -1 / -2 -3 / -4 1/2 -3 43 to 48
120 or higher -2 / -4 -1 / -3 -4 / -5 1/2 -4 48 or higher

<correct this> Pink = 'your face is flushed, because you are performing strenuous activity, or you have performed strenuous activity within the last 2 turns"

<[Notes on the Temperature Effects Table : It seems that the rules are written for playability at the table, or, rather, that was a consideration in their design.
(Is that the most counter-intuitive thing you've read all day, or what?).
Specifically, the changes to Land Move && Attack Rolls, and primarily the fact that Str, Dex, Con, do not affect the ability scores per se, but checks made with those ability scores.
Maybe some things on the Temperature Damage table as well.
Would it be easier, and more realistic, to code the above as the actual ability scores?  <nope for the latter>]>

How to USE the Temperature Effects Table

    First, the DM must determine the PT for the character in question. <e>
Reading across on the appro. line will give the effects of that temperature upon the physical abilities of the character and some activities he might attempt.

STR: This column shows the reduction in a character's STR score that applies
for as long as his PT remains within the indicated range.
Numbers to the left of the / indicate the reduction if the character is performing non-strenuous activity; <define>
#s to the right of the / are usd when the character is performing strenuous activity, <define>
or if such activity has been performed within two turns.
    Example: A character is walking around in an environment where his personal temperature
    is 105 degrees. If he attempts to accomplish something that
    requires a bend bars roll to succeed, the success of that attempt is
    determined as if he had a strength of one less than his actual
    score. (Any exceptional strength score is reduced to a score of 18
    for purposes of the determination.) If the character has been
    performing strenuous activity, <l> or has undertaken such activity within
    two turns of the time of the bend bars attempt, then success is
    determined as if the character had a strength of two less than his actual
    score. (Any exceptional strength score is reduced to 17 for purposes
    of this determination).

The columns for Dex and Con are used in much the same way
as the Str column: A character’s scores in these areas are lowered
by the indicated amount whenever an Ability Check or some
other use of the ability score is required. For purposes of these
determinations, percentile scores for a cavalier or a paladin in
dexterity and constitution are disregarded and only the part of the
score represented by a whole number is used.

Land Move gives a fraction that represents the amount of reduction
a character must take in his normal max. movement
rate at a certain PT.
    For example,
    a character with a normal maximum move of 12” can only move at 6” in an personal temperature of -30 degrees or lower.
    Round all fractional results up to the nearest whole number;
    half of 9” is 5”,
    and three-quarters of 6” is 5“.

Attack Rolls shows the penalty on “to hit” and damage rolls
that a character must take when using either a missile weapon or
a melee weapon at a certain personal temperature. This penalty
is cumulative with any penalties that may apply because of a reduction
in strength. For instance, at a temperature of 100 degrees
a character with 17 STR is treated as if he had a
strength score of 16 or 15 (depending on the kind of activity he is
engaged in). This automatically prohibits him from enjoying the
“to hit” bonus that he would normally have by virtue of his 17
strength. In addition, he takes a penalty of -2 on “to hit” and
damage rolls, as prescribed by this column of the table. A damage
result can never be reduced below 1 point as the result of
these penalties.

All of the entries on this table assume that a character is appropriately
attired and outfitted for the temperature; for instance, the
DEX penalties for cold temperatures take into account the
fact that a character has wisely clothed himself and covered his
hands - reducing his mobility and flexibility, but enabling him to
avoid the possibly fatal effects that would occur if he was not
properly protected against the elements. The effects of the environment
on a character who is not properly protected are described
later in this section.

Wind +

Precipitation +

Special Weather
 
Cyclone/Hurricane/Typhoon Drought Gale Mist or Fog Sandstorm/Dust Storm/
Blowing Snow
Tornado Hailstorm Ice/Sleet Storm Lightning Storm Severe Snowstorm

Several unusual or infrequently occurring weather conditions
can present special problems to characters who try to perform
what would otherwise be normal, nonstrenuous activities. Those
effects are summarized below.

Cyclone/Hurricane/Typhoon:

Drought:

Gale:

Mist || Fog:
-

The special effects of this type of weather are covered
in the sections on Encumbrance && Movement and Vision && Visibility.

Sandstorm/Dust Storm/Blowing Snow:

    Tornado:
 

Hailstorm:

Ice/Sleet Storm:

As fearsome as it may seem, this type of precipitation
does not normally cause damage to characters who are
caught out in the open when it occurs, as long as the characters
take simple precautions and as long as they keep moving.

Exposed skin and lightly clothed parts of the body must be covered
promptly, regardless of whether the characters are stationary
or moving. Failure to do this will result in characters taking
cold damage as described below in the section on Damage from
Heat and Cold.

It is important to keep moving, if this is possible, because the
body heat generated by physical exertion helps to offset the effects
of ice buildup on a character’s clothing and forestall the
possibility of damage from exposure (see the section on Damage from Heat and Cold). <e>
“Moving” does not necessarily mean forward
movement; even simple calisthenics will suffice, if characters
are unable or unwilling to travel. Unconscious or immobilized
characters can be protected from icing up by simply shielding
them with canvas, skins, or other characters’ bodies.

A character who keeps moving will not be hindered in terms of
movement or dexterity by the accumulation of ice on his armor
and clothing; the ice will not form around the joints in a suit of armor,
for instance, as long as the joints are frequently moved.

Lightning Storm +

Severe Snowstorm:

This is another type of special weather that
isn’t as treacherous as it might seem, as long as characters are
well prepared for it or are able to take appropriate precautions at
the outset of the storm. In addition to what is described on the
Temperature Effects Table && Wind Velocity Effects Table
above, a severe snowstorm will affect visibility (see the section on
Vision and Visibility) and may cause exposure damage in addition
to possible damage from cold for a character who is unable to
take precautions (see the following section).

Damage from Heat and Cold

In addition to the effects of temperature on a character’s ability
to perform certain functions (see the Temperature Effects Table,
above), extremely hot and cold temperatures can also cause
damage to a character - sometimes even if he has taken every
possible precaution to prevent such an occurrence. However, a
character who has properly outfitted himself and who allows the
conditions to govern his activity to some degree has a smaller
chance of suffering damage as a result of those conditions.

Table 9: TEMPERATURE DAMAGE TO CHARACTERS
 
Personal Temperature Unprotected: Con Unprotected: Dmg Protected: Con Protected: Dmg
-60 or lower +14 8 +9 4
-59 to -50 +13 8 +8 4
-49 to -40 +12 7 +7 3
-39 to -30 +11 7 +6 3
-29 to -25 +10 6 +5 3
-24 to -20 +10 6 +5 2
-19 to -15 +9 5 +4 2
-14 to -10 +8 5 +3 2
-9 to -5 +7 4 +2 1
-4 to 0 +6 4 +1 1
1 to 5 +5 3 0 1
6 to 10 +4 3 - -
11 to 15 +3 2 - -
16 to 20 +2 2 - -
21 to 25 +1 1 - -
26 to 30 0 1 - -
31 to 84 -- -- - -
85 to 89 0 1 - -
90 to 94 0 1 0 1
95 to 99 +1 2 0 1
100 to 104 +2 3 0 2
105 to 109 +3 3 0 2
110 to 114 +3 4 0 3
115 to 119 +5 5 0 3
120 or higher +6 6 +1 4

Damage Adjustments
 
- Cold Hot
Stationary/inactive +1 to +3 -1 to -3
Strenuous activity +1 to +2 +1 to +4
Fatigued and not resting +1 to +6 +1 to +6

Constitution Check Adjustments
 
Character level 4-6 -1
Character level 7-9 -2
Character level 10-12 -3
Character level 13-15 -4
Character level 16+ -5

How to Use the Temperature Damage to Characters Table

The DM should locate the line referring to the current
effective temperature and determine the status (protected or
unprotected) of the character in question. For general definitions
of “protected” and “unprotected,” see the section on Dressing
for the Weather.

Con: This column shows whether or not a CON Check is
required, and if so the amount of the die roll modifier for that
check. An entry of "--" means that no check is required; an entry
of “0” means that a check is required, but no die roll modifier is
used. The modifiers at the extreme ends of the table take into account
the reduction in a character’s CON score that is
called for by the Temperature Effects Table. A CON
Check should be made every three turns, and all such die rolls
are made by the DM in secret. For characters of 4th
level or higher, the adjustments given below the table should be
applied to the die roll before success or failure on the check is determined.
A failed check indicates that the character in question
has suffered damage because of the heat or cold.

Dmg: This column shows the max. amount of damage
that a character can suffer as the result of a failed CONCheck.
The actual damage suffered is either a random number
between 1 and the given maximum, or 10% of the character’s
current hit points, whichever is less. (To determine damage in the
range from 1 to 7 points, simply roll 1 d8 and reroll if a result of 8 is
obtained.) The damage figures in the table assume that a character
is engaged in normal, nonstrenuous activity. If this is not the
case, the appropriate damage adjustment given below the table
should be used; generate a random number within the prescribed
range and apply it as an addition or subtraction to the
damage figure. (The negative adjustment for being stationary or
inactive in hot weather can negate any damage that would otherwise
have been taken.)
To be eligible for a damage adjustment, a character must have
been engaged in something other than normal activity for at least
one full turn out of the three turns that elapse between Constitution
Checks. If more than one of the categories applies to the activity
a character has undertaken during the three-turn period, the
Dungeon Master should use the category least favorable to the
character unless common sense dictates otherwise. Example of
an exception: A character is resting in 100-degree heat when
suddenly he is ambushed. He jumps to his feet and engages in
melee combat for one turn, successfully dispatching or beating
off his attacker. He rests again afterward, and is resting when it
comes time for a Constitution Check. Even though he has engaged
in strenuous activity for one turn out of the three, the
Dungeon Master should consider the circumstances and the
character’s intent and apply the damage adjustment for being inactive
instead of the adjustment for strenuous activity - or perhaps
make no adjustment at all, considering the fact that the
character did indeed engage in strenuous activity but it wasn’t of
his choosing.
Damage from heat or cold is different from damage that a character
takes as the result of a wound or some other physical
trauma. A character can die from the effects of hot or cold temperature,
but if he survives then he can regain hit points lost from
heat or cold at the rate of one per hour. To be eligible for this
speedy recovery, the effective temperature for the character
must be within the tolerable range (where no Constitution Check
is required) and the character must be resting or performing only
minimal physical activity. (Building a campfire and cooking a
meal is minimal physical activity; moving at normal speed is not.)

Hypothermia:

When an unprotected character fails three consecutive
CON Checks for cold damage, or when a protected
character fails six consecutive Constitution Checks for
cold damage, he begins to suffer the effects of hypothermia. Until
he helps himself or is aided by someone else, he will lose 1 point
per turn thereafter from his physical ability scores (strength, dexterity,
and constitution) and 1 point every two turns from his wisdom
score, to a minimum of 3 in any category. If two of his
physical ability scores drop to 3, the character is incapacitated. In
1d3 turns thereafter, he falls unconscious, and 2d4 turns after
that he will die, regardless of hit points remaining.

An afflicted character can be aided by getting him into a tolerable
environment (warm enough so that no Constitution Check for
cold damage is required). As long as the effective temperature for
the victim remains tolerable, he will regain lost ability-score
points at the rate of 1 point per category per hour. Until all of his
ability scores are restored to their original levels, he will be susceptible
to a relapse if he moves back into the cold; every time he
fails a Constitution Check after re-entering the cold, he has a
50% chance of again suffering hypothermia.

Frostbite: Whenever the effective temperature for a character
is 0 or lower and his hands, feet, or ears are exposed or improperly
covered, any cold damage he suffers will affect the vulnerable
extremities first, and the character may develop frostbite.

Table 10: FROSTBITE DAMAGE TO CHARACTERS
 
Body Part Vulnerable Damage Caused To Frostbite Occurs At
Feet Feet all 4 pts.
Ears Ears all 6 pts.
Hands Hands all 8 pts.
Hands & Ears Ears 1/2, Hands 1/2 -
Feet & Ears Feet 2/3, Ears 1/3 -
Hands & Feet Feet 1/2, Hands 1/2 -
All Three Feet 1/3, Ears 1/3, Hands 1/3 -

When a character susceptible to frostbite suffers cold damage,
the first points of that damage are applied to any vulnerable extremities
for the purpose of determining whether frostbite occurs.
If more than one body part is vulnerable and the damage cannot
be distributed evenly among the parts, apply the “leftover” damage
to the body part(s) named first, making the distribution as
even as possible. Examples: If hands and ears are vulnerable
and 3 points of damage is indicated, apply 2 points to ears and 1
point to hands. If feet, ears, and hands are all vulnerable and 7
points of damage is indicated, apply 3 to feet and 2 each to ears
and hands. If all three are vulnerable and 5 points of damage is
taken, apply 2 to feet, 2 to ears, and 1 to hands.

The right-hand column of the table shows the amount of cold
damage that will cause a certain body part to become frostbitten.
Damage continues to accrue after frostbite occurs, until a body
part receives an additional four points of damage; at that point,
severe frostbite occurs.

Frostbitten ears will cause discomfort and distraction; the victim
takes a - 1 penalty on all initiative rolls, and any opponent’s
chance to surprise him is increased by 1 in 6. Severely frostbitten
ears are numb; the victim suffers no noticeable discomfort, and
the penalties given above no longer apply - but if the victim does
not treat or receive treatment for the frostbite within two turns after
it becomes severe, his ear(s) will be permanently damaged.
Frostbitten feet are a great hindrance to mobility and maneuverability
for a character on foot; he moves at one-half normal
speed and takes a two-step penalty to armor class in any situation
that requires dodging ability or abrupt changes of position
(such as defending himself in combat). Severely frostbitten feet
are no longer painful, and because of this the character can once
again move on foot at normal speed, but the penalty to armor
class still applies.

A victim who is riding or being carried or is otherwise elevated
so that his feet are not touching the ground does not suffer either
of the above penalties, but is still in danger of serious injury from
the frostbite. If the victim does not receive treatment for severely
frostbitten feet within one turn after the onset of that condition,
his feet will be permanently damaged.

A character with frostbitten hands has a -6 penalty to hit with
any thrown or fired missile weapon, and is -4 to hit with a melee
weapon. If his hands become severely frostbitten, the penalty to
hit with a melee weapon lessens to -2, but the -6 penalty for
missile weapons still applies. Other penalties and restrictions
may apply, depending upon the circumstances and the DM’s judgment.
For instance, it should be very difficult (if not
impossible) for the victim to make a successful Proficiency Check
for rope use. If the victim does not receive treatment for severely
frostbitten hands within two turns of the onset of that condition,
his hands will be permanently damaged.

Heat exhaustion: The “hot” end of the Temperature Damage
to Characters Table accounts for the effects of heat exhaustion,
which is the milder of the two temperature-related maladies that
can affect characters in hot weather. As described in the text following
that table, damage suffered as a result of the heat can be
negated if the character moves into a cooler environment and
does not engage in strenuous activity. Heat exhaustion is not the
same as “normal” exhaustion, as described in the section on Fatigue
and Exhaustion; heat exhaustion (or, simply, damage taken
from exposure to hot weather) can occur even if a character is not
fatigued.

Heatstroke: If a character becomes exhausted when the ET for that character is high enough to require a
CON Check for damage (see the Temperature Damage to
Characters Table), then he has suffered heatstroke. He will immediately
collapse, with a 50°/o chance of lapsing into unconsciousness.
Even if he remains conscious, he will be incapable of
moving or defending himself (unlike a normally exhausted character,
who can still fight if necessary). From this time until he recovers,
all of his constitution Checks will automatically fail, and
he will suffer maximum damage whenever damage from heat is
indicated.

The treatment for heatstroke involves much more than simply
getting the victim into a tolerable environment - he must be
cooled quickly and drastically by immersion in very cold water or
by some magical means that cools him and keeps him cool for at
least an hour (see the section on Magic in the Wilderness).
If a heatstroke victim does not receive treatment within three

turns after the onset of the condition, he will suffer a drop in constitution
of one point per turn thereafter, and if constitution
reaches zero, the character dies. If he is treated after the constitution
loss has begun, he will naturally regain one point of constitution
for every turn that he remains in the treatment up to a
maximum of two-thirds (rounded up) of the points that were lost.
The remainder of his constitution points are permanently lost (although
they may be restored by magical means).

Example: A protected character with a constitution of 13 gets
lost in the desert when his personal temperature is 105 degrees
and becomes exhausted from continually moving at a fast pace in
search of his comrades. He has taken some damage from heat,
but fortunately he started with enough hit points to stay away
from death’s door during his search. Now, however, he succumbs
to heatstroke. On the failed Constitution Check that signaled
the onset of heatstroke, he suffers 8 points of damage (the
maximum of 2 for the temperature plus the maximum adjustment
of 6 for being fatigued and not resting). Three turns after collapsing,
he automatically fails another Constitution Check for heat
damage and suffers 1 point of damage (the maximum of 2 for the
temperature, plus the least beneficial adjustment of - 1 for being
inactive). Now he begins losing constitution points at the rate of
one per turn (and, in addition, suffers another 1 point of heat damage
every three turns). A total of 10 turns pass before he is found
by his comrades, who immediately begin treatment for heatstroke.
The victim is down to a constitution of 3 at this point, but
after at least seven consecutive turns of treatment he will have regained
seven CON points (*/3 of 10, rounded up). The
other three constitution points are lost forever (unless magically
restored), and the character will have a constitution of 10 even after
he has fully recovered from his brush with death.

Effects on Equipment

Ice, water, dust, and sand can do much more damage to clothing
and equipment than to the characters who are wearing or carrying
the gear. However, damage to equipment often cannot be
expressed in terms of game mechanics -- and even when it can,
frequently the DM must consider the circumstances
to determine whether a character suffers adverse effects, and if
so what those effects are.

This section is composed primarily of general statements and
suggestions, the sum total of which does not begin to cover all the
possibilities that can arise. But with these guidelines in mind, the
DM should be able to make reasonable and consistent
decisions on what happens to equipment that is exposed to
the elements - and players, likewise, should be able to decide
how their characters can minimize or avoid damage to their
equipment by taking precautions or making repairs. In addition to
what is given here, see the section on Dressing for the Weather
for more information on proper attire and the possible adverse effects
of not being properly outfitted and equipped.

Effects of Water (Precipitation or Immersion)

Clothing that becomes water-soaked will not be damaged as
such, but if it is porous and becomes waterlogged by prolonged
exposure to moisture it will lose some of its insulating quality until
it is taken off and dried out. The wetness and loss of insulating
ability may result in an alteration of the personal temperature for
the character wearing the clothes: Someone decked out in wet
clothing when the environment is at an effective temperature of
30 degrees may be treated as if the effective temperature (for
purposes of determining his personal temperature) was 10 degrees
colder.

Remember that clothing worn under metal armor is not neces-
sarily safe from moisture, unless a character is completely covered
with tight-fitting, leakproof armor -- and this sort of attire
can be dangerous in cool or cold weather, since it does not allow
the body to “breathe” naturally.

Metal armor or equipment that is exposed to significant moisture
will begin to rust if it is not dried off or dried out at least once
every two days and oiled or otherwise protected at least once
every two weeks. Rusted armor will not suffer a penalty to armor
class, but the DM may wish to allow the possibility
that such armor will weaken or break if it is hit; for instance, if an
opponent in melee combat makes an unmodified “to hit” roll of
20 and does more than four points of damage with a weapon,
there is a 1 in 3 chance that the armor will crack or split and thereafter
be treated as if it had an AC one step worse. On a
second hit of this sort, the armor will break entirely and be useless
until it is repaired.

A rusted shield will serve its bearer well until an opponent in
melee combat records a “to hit” roll one number less than the
number needed to score damage. This indicates that the opponent’s
blow hit the rusted shield, and there is a 50% chance that
the blow split or shattered the shield, so that it is useless thereafter.

A rusted weapon will not perform any differently than a normal
one until the wielder records an unmodified “to hit” roll of 1,
whereupon there is a 1 in 3 chance that the weapon will break
and become useless.

The precautions to avoid rusting are simple, and most characters
will perform them as part of their regular routine to keep their
own equipment in good working order. But it should be remembered
by DM and players alike that any metal items
that characters scavenge during a journey in the wilderness will
in all probability be at least partially rusted (if they are found in the
open in an environment where moisture is a factor). A character
who recovers a chain mail vest from the body of an adventurer
found along the trail may find out later that the chain mail didn’t
protect him as well as he expected.

Articles of leather (such as boots, armor, and backpacks or
other accessory equipment) are not usually damaged by excess
moisture as long as they are waterproofed periodically; even an
item of leather that is not waterproofed will not be directly harmed
by becoming waterlogged, but the water may seep through and
moisten or harm materials (clothing, equipment, etc.) on the inside
of the leather. Boots are somewhat of an exception to this
general statement; because of the stress they are under when
they are being used, water-soaked boots may begin to come
apart at the seams as the hide softens and weakens from being
moistened. If boots are not thoroughly dried out once every two
days or so, they may start to show signs of this deterioration.
Generally, the greatest danger to waterlogged leather is the
owner’s failure to dry it out properly. If too much heat is applied to
the leather, it will certainly dry out - but in the process it will become
cracked, and the seams will be weakened even more than
they might have been if they had been allowed to remain wet.
(Treat cracked leather armor the same as rusted metal armor for
determining whether it is affected by a blow during combat.)
Leather gear should also be kept free of mud and grime; an excessive
amount of dried mud can crack leather almost as quickly
as an excessive application of heat.

Rope expands when it gets wet. A knot made in a dry rope will
be very difficult to untie quickly if the rope has been drenched in
the meantime. Conversely, a knot made with a wet rope will be
weaker or looser, or both, after the rope dries out.
Certain items of equipment will be less useful, or perhaps altogether
useless, if they take on moisture. For instance:
If the container for a magic-user’s spell components is not
moistureproof, he may find that the pinch of sand he needs for a
sleep spell has become a soggy clump, or the pinch of powdered
brass for his push spell must be dried out before he can puff the
particles off the palm of his hand.

Vegetable matter (food, medicinal plants, spell components)
may develop mold or begin to rot if it is kept for too long in a
moisture-laden environment, especially at high temperatures.
Nonmagical ink will run and bleed across the surface it is written
on, making instructions and maps at least partially illegible.
Spell scrolls, protection scrolls, and other types of magical writing
are presumed to be written in waterproof ink - but the substance
on which the ink was placed is not necessarily waterproof
as well.

Arrows that get wet will not fly true until the fletching is dried
out; any character who is not a specialist in the use of his bow will
take a - 1 penalty “to hit” and damage when firing a waterlogged
arrow.

Effects of Blowing Sand or Dust

Flying grains of sand have an abrasive quality, but under less
than extraordinary circumstances the abrasion does not have
any appreciable short-term effect on exposed surfaces - skin,
leather, metal, wood, or anything else. This is not necessarily the
case in extraordinary circumstances, such as a very strong wind
combined with a massive amount of sand being lifted into the air,
but the vast majority of sandstorms are not this severe.

Effects from abrasion may occur as the result of exposure to
several sandstorms over a long period of time, but this is not relevant
to characters or their possessions since they won’t normally
find themselves in such a situation. A suit of armor that has been
abandoned in the desert and then “sand blasted” during several
storms may have a pitted, mirror-bright finish on its exposed surfaces
- but more often than not, an object lying on the ground
will be not so well polished because it will be alternately exposed
and covered by blowing sand, and is only vulnerable to abrasion
when it is exposed.

The effect of blowing sand that characters will often find themselves
having to cope with is the aftermath of a storm. Sand can
find its way between joints and panels in armor, between seams
in clothing and backpacks, into a pouch that is not closed absolutely
tight. Rations that are not protected will be rendered unpalatable,
if not inedible. Liquids in open or loosely stoppered
containers will be contaminated, but not necessarily undrinkable.
In a water skin or water bottle, sand will settle to the bottom and
not impair the drinkability of the water. A magical potion that is
contaminated by sand may be untainted - or, at the DM’s discretion,
it may be ruined or even turned to poison by
interaction with the foreign substance.

After a sandstorm subsides, characters should spend some
time getting the sand out of their clothing, armor, and gear - especially
and most importantly the former. Sand that has collected
inside clothing and boots may chafe the skin as a character
moves, causing discomfort and distraction. An opponent’s
chance to surprise such a character is increased by 1 in 6. If a
character is unable or unwilling to alleviate the chafing, it can become
severe enough to inhibit his movement (% of normal
speed) or decrease his mobility (- 1 to dexterity for dodging and
abrupt movements) or both.

Dust is not abrasive, but is even more insidious than sand because
the particles are smaller. The residue from a dust storm
will find its way into places that not even blowing sand can penetrate.
Characters should check for contamination of food and liquids,
which (as with sand) may or may not be ruined by the
foreign substance. Dust inside clothing does not chafe the way
sand does, so “dusted” characters need not worry about cleaning
out the residue promptly.


Notes:

The recipient of this spell is provided with
protection from normal extremes of cold or heat (depending on which
application is used). He or she can stand unclothed in temperatures
as low as -30° F. or as high as 130° F. (depending on application) with
no ill effect. A temperature extreme beyond either of those limits will
cause 1 hit point of exposure damage per hour for every single degree
above or below those limits. (Without the benefit of protection such as
this, exposure damage is 1 hit point per turn for each degree of temperature.)
- Endure Cold / Endure Heat (Unearthed Arcana)


<make a compiled table!>

Table 9: TEMPERATURE DAMAGE TO CHARACTERS
 
Personal Temperature Con Dmg Con Dmg
-60 or lower +14 8 +9 4
-59 to -50 +13 8 +8 4
-49 to -40 +12 7 +7 3
-39 to -30 +11 7 +6 3
-29 to -25 +10 6 +5 3
-24 to -20 +10 6 +5 2
-19 to -15 +9 5 +4 2
-14 to -10 +8 5 +3 2
-9 to -5 +7 4 +2 1
-4 to 0 +6 4 +1 1
1 to 5 +5 3 0 1
6 to 10 +4 3 - -
11 to 15 +3 2 - -
16 to 20 +2 2 - -
21 to 25 +1 1 - -
26 to 30 0 1 - -
31 to 84 -- -- - -
85 to 89 0 1 - -
90 to 94 0 1 0 1
95 to 99 +1 2 0 1
100 to 104 +2 3 0 2
105 to 109 +3 3 0 2
110 to 114 +3 4 0 3
115 to 119 +5 5 0 3
120 or higher +6 6 +1 4

 

X, Strenuous, Unprotected:
X, Strenuous, Protected:
X, Nonstrenuous, Unprotected:
X, Nonstrenuous, Protected:
 

96.5 Farenheit = 0/-1 STR, -1/-2 CON, 3/4 Move, -1 Hit & Damage
Protected: Con save every half hour (d1 or 10% HP damage, use less)
Unprotected: Con save at +1 every half hour (d2 or 10% HP damage, use less)

36: 96.8 Farenheit, Protected:
-1 CON, 3/4 Move, -1 Hit & Damage, Con save every 1/2 hour (d1 or 10% HP damage, use less)
36: 96.8 Farenheit, Unprotected:
-1 STR, -2 CON, 3/4 Move, -1 Hit & Damage, Con save at +1 every half hour (d2 or 10% HP damage, use less)

104F, Protected,
104F, Unprotected:

110F, Protected: -1 STR, -1 DEX, -3 CON, 1/2 move, -3 Hit & Damage, Con save every 1/2 hour (fail = d3 or 10% HP damage, use less).
110F, Unprotected: -3 STR, -2 DEX, -4 CON, 1/2 move, -3 Hit & Damage, Con save at +3 penalty every 1/2 hour (fail = d4 or 10% HP damage, use less).

120F+, Protected: -2s/-4n STR, -1 DEX, -4 CON, 1/2 move, -4 Hit & Damage, Con save at +1 penalty every 1/2 hour (fail = d4 10% HP damage, use less).
120F+, Unprotected: -2s/-4n STR, -3 DEX, -5 CON, 1/2 move, -4 Hit & Damage, Con save at +6 penalty every 1/2 hour (fail = d6 or 10% HP damage, use less).

95-99, Strenuous, Unprotected: STR -1, CON-2, Land Move 3/4, Attack Rolls -1, Con save at +1 penalty every 1/2 hour (fail = d2 or 10% HP damage, use less)
95-99, Strenuous, Protected: STR -1, CON-2, Land Move 3/4, Attack Rolls -1, Con save every 1/2 hour (fail = d1 or 10% HP damage, use less)
95-99, Nonstrenuous, Unprotected: CON-1, Land Move 3/4, Attack Rolls -1, Con save at +1 penalty every 1/2 hour (fail = d2 or 10% HP damage, use less)
95-99, Nonstrenuous, Protected: CON-1, Land Move 3/4, Attack Rolls -1, Con save every 1/2 hour (fail = d1 or 10% HP damage, use less)

100-104, Strenuous, Unprotected: STR -2, DEX -1, CON -3, Land Move 2/3, Attack Rolls -2, Con save at +2 penalty every 1/2 hour (fail = d3 or 10% HP damage, use less)
100-104, Strenuous, Protected: STR -2, DEX -1, CON -3, Land Move 2/3, Attack Rolls -2, Con save every 1/2 hour (fail = d2 or 10% HP damage, use less)
100-104, Nonstrenuous, Unprotected: STR -1, CON -2, Land Move 2/3, Attack Rolls -2, Con save at +2 penalty every 1/2 hour (fail = d3 or 10% HP damage, use less)
100-104, Nonstrenuous, Protected: STR -1, CON -2, Land Move 2/3, Attack Rolls -2, Con save every 1/2 hour (fail = d2 or 10% HP damage, use less)

105-109, Strenuous, Unprotected: STR -2, DEX -1, CON -3, Land Move 2/3, Attack Rolls -2, Con save at +3 penalty every 1/2 hour (fail = d3 or 10% HP damage, use less)
100-104, Strenuous, Protected: STR -2, DEX -1, CON -3, Land Move 2/3, Attack Rolls -2, Con save every 1/2 hour (fail = d2 or 10% HP damage, use less)
100-104, Nonstrenuous, Unprotected: STR -1, CON -2, Land Move 2/3, Attack Rolls -2, Con save at +3 penalty every 1/2 hour (fail = d3 or 10% HP damage, use less)
100-104, Nonstrenuous, Protected: STR -1, CON -2, Land Move 2/3, Attack Rolls -2, Con save every 1/2 hour (fail = d2 or 10% HP damage, use less)
 



Degrees F. being smaller than those C. are more understandable for weather temperature as well as for body temperature I am sure.