Control Weather– 6th Level Wizard Spell (Player’s Handbook)
Control Weather
(Alteration)
Range: 0
| Components: V, S, M
|
Duration: 4d6 hrs.
| Casting Time: 1 turn
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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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