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Can manipulate the weather in the area.

Original D&D Edit

Control WeatherEdit

Debuted in Men & Magic, for the magic-user. In Supplement I: Greyhawk, it was also extended to clerics and anticlerics. In Supplement 3: Eldritch Wizardry, druids also gain the capacity to cast this spell.

  • Spell Level 6 (magic-user) or 7 (clerics, anti-clerics, druids)

Allows the caster to control the weather, creating any of the following effects: Rain (or Cease Rain), Cold Wave, Heat Wave, Tornado (or Cease Tornado), Deep Clouds, or Clear Sky.

Weather SummoningEdit

Debuted in Supplement 3: Eldritch Wizardry, for the druid.

  • Spell Level 6

The caster can cause any sort of weather desired in a 5-mile radius. There is a delay after casting until the weather arrives of 3 turns + (5d4 turns minus the caster's level), with the first effects becoming apparent after 3 turns (such as storm clouds on the horizon, or a sharp increase or decrease in temperature). The weather called must be commensurate with the season and the climate, and extreme weather such as torrential rain, hurricane winds, heat waves, cold snaps, blizzard, hail, etc., can only be summoned by a caster of 11th level or higher. Casters can collaborate to combine weather effects (such as combining wind and rain).

AD&DEdit

Control Weather Edit

Debuted in the Player's Handbook as a cleric spell and a druid spell.

ClericEdit

Level: 7 School: Alteration
Components: V, S, M (holy symbol, incense, and prayer object)
Range: 0 Casting Time: 1 turn
Duration: 4d12 hours Saving Throw: None
Area: 4d6 square miles

The caster changes the weather in their local area. It takes 1d4 turns for the weather change to come into effect, and the changes the caster are capable of are to change the cloud cover/precipitation, temperature, and wind, but only by degrees from what the weather currently is. Multiple spells can be used in succession ot affect more extreme change. The changes possible are outlined below, with the caster being able to shift the weather one position from where it currently is.

DM's Advice: Determining the current weather conditions is a matter of determining the sky conditions, precipitaiton, wind speed, wind direction, and general temperature, determined according to the area the party is in.

Current Condition Control Weather Options
Precipitation
Clear Weather Very Clear Light Clouds/Hazy
Partly Cloudy Weather Clear Weather Cloudy Weather Mist / Light Rain / Small Hail Sleet / Light Snow
Cloudy Weather Partly Cloudy Weather Deep Clouds Fog Heavy Rain / Large Hail Driving Sleet / Heavy Snow
Temperature
Hot Weather Warm Weather Sweltering Weather
Warm Weather Hot Weather Cool Weather
Cool Weather Warm Weather Cold Weather
Cold Weather Cool Weather Arcitic Cold
Wind
Calm Dead Calm Light Breeze
Light Wind Calm Strong Wind
Strong Wind Light Wind Gale
Gale Strong Wind Storm
Storm Gale Hurricane/Typhoon

Druid Edit

Level: 7 School: Alteration
Components: V, S, M (mistletoe)
Range: 0 Casting Time: 1 turn
Duration: 8d12 hours Saving Throw: None
Area: 4d8 square miles

The caster changes the weather in their local area. It takes 1d4 turns for the weather change to come into effect, and the changes the caster are capable of are to change the cloud cover/precipitation, temperature, and wind, but only by degrees from what the weather currently is. Multiple spells can be used in succession ot affect more extreme change. The changes possible are outlined below, with the caster being able to shift the weather two positions from what it currently is if they are using greater mistletoe.

Current Condition Control Weather Options
Precipitation
Clear Weather Very Clear Light Clouds/Hazy
Partly Cloudy Weather Clear Weather Cloudy Weather Mist / Light Rain / Small Hail Sleet / Light Snow
Cloudy Weather Partly Cloudy Weather Deep Clouds Fog Heavy Rain / Large Hail Driving Sleet / Heavy Snow
Temperature
Hot Weather Warm Weather Sweltering Weather
Warm Weather Hot Weather Cool Weather
Cool Weather Warm Weather Cold Weather
Cold Weather Cool Weather Arcitic Cold
Wind
Calm Dead Calm Light Breeze
Light Wind Calm Strong Wind
Strong Wind Light Wind Gale
Gale Strong Wind Storm
Storm Gale Hurricane/Typhoon

Weather Summoning Edit

Debuted in the Player's Handbook as a druid spell.

Level: 6 School: Conjuration/Summoning
Components: V, S, M (mistletoe)
Range: 0 Casting Time: 1 turn
Duration: Special Saving Throw: None
Area: Special

The caster calls forth some weather appropriate for the season. The weather begins to arrive 4 turns after the spell is cast, with the weather truly arriving after 1d12+5 turns. The summoned weather is not under the control of the caster, and might affect 1 to 100 square miles, and may last a single turn, hours, or days. Several casters can work in concert to produce greater effects. If the caster is not using greater mistletoe as the component, the spell cannot create extreme weather.

Spring Summer Autumn Winter
Tornado Torrential Rain Hot Weather Great Cold
Thunderstorm Heat Wave Cold Weather Blizzard
Cold Weather Hail Storm Fog Thaw
Sleet Storm Sleet Hurricane Winds (near the coast)
Hot Weather
Hurricane Winds (near the coast)

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