Difference between revisions of "Strong Winds"

From Legends of Hyrule
Jump to navigationJump to search
(Redirected page to Environment#Strong Winds)
Tag: New redirect
 
m (Guy moved page Strong winds to Strong Winds)
 
(One intermediate revision by the same user not shown)
Line 1: Line 1:
#REDIRECT [[Environment#Strong Winds]]
+
<noinclude>{{Navi}}
 +
{{From|Environment}}
 +
[[Category:Reference subpages]]</noinclude>
 +
<includeonly>===Strong Winds===</includeonly>
 +
A '''strong wind''' imposes [[disadvantage]] on ranged weapon attack rolls and {{wis}} ([[Perception]]) checks that rely on hearing or smell. A strong wind also extinguishes open flames, disperses fog, and makes flying by nonmagical means nearly impossible. A flying creature in a strong wind must land at the end of its turn or [[#Falling|fall]].  Nothing in strong winds can be [[ignited]].
 +
 
 +
A strong wind in a desert can create a sandstorm that makes the area [[#Vision and Light|lightly obscured]], imposing [[disadvantage]] on {{wis}} ([[Perception]]) checks that rely on sight.

Latest revision as of 18:34, 26 December 2020

Navigation
Warning: Legends of Hyrule is still very unfinished and its content may radically change. In particular, there are plans to radically revision classes.
Please download an offline copy of any page you may need. "Alt+Shift+P" can be used to make a printable PDF of any page. See also archives.

Player's Guide

Character Creation
the next level
Classes
champ, opportunist, researcher, sage, scion
Species
gerudo, goron, hylian, rito, zora
anouki, deku, korok, twili, zonai
Equipment
armor, weapons, gear, tools, goods, services

System Reference

Hyrulean Guidelines
Using Ability Scores
str, dex, con, int, wis, cha
Time & Movement
Environment
Rest
Combat
Conditions
Downtime
Dungeon Mastering
encounters, progression, treasure, variant rules

Compendium

Languages
Feats
Fighting Styles
Techniques
Spellcasting
spell list, spell gallery
Creature Overview
monsters, NPCs, other creatures
Magic Item Overview
item list, item gallery
3cuTCbz.png

The following text is included in the Environment page.

A strong wind imposes disadvantage on ranged weapon attack rolls and Wisdom (Perception) checks that rely on hearing or smell. A strong wind also extinguishes open flames, disperses fog, and makes flying by nonmagical means nearly impossible. A flying creature in a strong wind must land at the end of its turn or fall. Nothing in strong winds can be ignited.

A strong wind in a desert can create a sandstorm that makes the area lightly obscured, imposing disadvantage on Wisdom (Perception) checks that rely on sight.