Control Weather


Level: 6   Schools: 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/small hail COOL Strong wind Sleet/light snow Warm STRONG WIND CLOUDY Cold Moderate wind Partly cloudy COLD Gale Deep clouds Cool GALE Fog Arctic cold Strong wind Heavy rain/large hail Storm Driving sleet/heavy snow STORM

Gale

Hurricane-typhoon


Last modified: May 3rd, 2000