Control Weather

(Alteration)

Range: 0
Components: V, S, M
Duration: 4d6 hrs.
Casting Time: 1 turn
Area of Effect: 4d4 sq. mi.
Saving Throw: None

The control weather spell enables a wizard to change the weather in the local area. The spell affects the weather for 4d6 hours in an area of 4d4 square miles. It requires one turn to cast the spell, and an additional 1d4 turns for the weather conditions to occur. The current weather conditions are decided by the DM, depending on the climate and season. Weather conditions have three components: precipitation, temperature, and wind. The spell can change these conditions according to the following chart.

The upper-cased headings represent the existing weather conditions. The small headings beneath each large heading are the new conditions to which the caster can change the existing conditions. Furthermore, the caster can control the direction of the wind. For example, a day that is clear and warm with moderate wind can be controlled to become hazy, hot, and calm. Contradictions are not possible--fog and strong wind, for example. Multiple control weather spells can be used only in succession.

The material components for this spell are burning incense and bits of earth and wood mixed in water. Obviously, this spell functions only in areas where there are appropriate climatic conditions.

Precipitation
Temperature
Wind
CLEAR WEATHER
HOT
CALM
Very clear
Sweltering heat
Dead calm
Light clouds or hazy
Warm
Light wind
PARTLY CLOUDY
WARM
Moderate wind
Clear weather
Hot
MODERATE WIND
Cloudy
Cool
Calm
Mist/light rain/
COOL
Strong wind
small hail
Warm
STRONG WIND
Sleet/light snow
Cold
Moderate wind
CLOUDY
COLD
Gale
Partly cloudy
Cool
GALE
Deep clouds
Arctic cold
Strong wind
Fog
Storm

Heavy rain/large hail
STORM

Driving sleet/heavy snow
Hurricane-typhoon

Gale


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