Control Weather
School: Transmutation Level: Sor/Wis 6, Clr 7, Brd 6, Drd 7, Air 7
Components:   V, S   Casting Time:   10 minutes (see text)  
Range:   Two miles   Target:     
Effect:      Area:   Two-mile-radius circle, centered on the character (see text)  
Duration:   4d12 hours (see text)   Saving Throw:   None  
Spell Resistance:   No   XP Cost:     
Focus:      Material Components:     
Description:   

The character change the weather in the local area. It takes 10 minutes to cast the spell and an additional 10 minutes for the effects to manifest. The current, natural weather conditions are determined by the DM. The character can call forth weather appropriate to the climate and season of the area the character are in.

Season 	Possible Weather
------ 	----------------
Spring 	Tornado, thunderstorm, sleet storm, or hot weather
Summer 	Torrential rain, heat wave, or hailstorm
Autumn 	Hot or cold weather, fog, or sleet
Winter 	Frigid cold, blizzard, or thaw

The character control the general tendencies of the weather, such as the direction and intensity of the wind. The character cannot control specific applications of the weather—where lightning strikes, for example, or the exact path of a tornado. When the character selects a certain weather condition to occur, the weather assumes that condition 10 minutes later (changing gradually, not abruptly). The weather continues as the character left it for the duration, or until the character uses a standard action to designate a new kind of weather (which fully manifests itself 10 minutes later). Contradictory conditions are not possible simultaneously—fog and strong wind, for example.

Control weather can do away with atmospheric phenomena (naturally occurring or otherwise) as well as create them.

Druids casting this spell double the duration and affect a circle with a three-mile radius.

 

Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002