Control Weather
(Alteration)

[default: cleric, d: druid, mu: magic-user, wj: wu jen]


L^: c7, d7, mu6, wj6
-
R#: 0
-
D^: 4-48 hours
(d: 8-96 hours)
(mu: 4-24 hours)
(wj: 4-24 hours)
C^: v.s.m
(d: v.s.m)
(mu: v.s.m)
(wj: v.s.m)
-
CT: 1t
-
S^: None
A^: 4-16 square miles 
(d: 4-32 square miles)
-
MP: 28, 39
-
UW : No

Effect: The control weather spell allows a cleric to change the weather in the area he or she is in at the time the spell is CAST.

The spell will affect the weather for from 4 to 48 hours (4d12) in an area of from 4 to 16 square miles (4d4).
It requires 1 TURN to cast the spell, and an additional 1 to 4 (d4) turns for the effects of the weather to be felt.
The control weather spell will not radically change the temperature, i.e. from below zero to a 100 degree temperature heat wave.

The weather control possible depends upon the prevailing conditions:
 
CLEAR WEATHER HOT WEATHER CALM
    Very clear     Warm weather     Dead calm
    Light clouds or hazy     Sweltering heat     Light breeze
PARTLY CLOUDY WEATHER WARM WEATHER LIGHT WIND
    Clear weather     Hot weather     Calm
    Cloudy     Cool weather     Strong wind
    Mist/Light rain/small hail COOL WEATHER STRONG WIND
    Sleet/Light snow      Warm weather     Light wind
CLOUDY WEATHER      Cold weather     Gale
    Partly cloudy COLD WEATHER  GALE
    Deep clouds     Cool weather     Strong wind
    Fog     Arctic cold     Storm
    Heavy rain/Large hail - STORM
    Driving sleet/Heavy snow -     Gale
- -     Hurricane
- -     Typhoon

All three aspects of the weather (clouds/precipitation, temperature, and wind) can be controlled, but only as shown.
Contradictions are not possible - fog and strong wind, for example.
Obviously, this spell functions only in areas where there are appropriate climatic conditions.
Multiple control weather spells can be used only in succession.

Effect.example: For example, a day which is clear, warm, and with light wind can be controlled to become hazy, hot, and calm.
Contradictions are not possible - fog and strong wind, for example.

DMG: To find the prevailing conditions at the time the spell is CAST, you must know the clime and the season, of course.
Sky conditions (cloudy, foggy, partly cloudy, clear), precipitation <(UA/WSG)>, wind speed and direction, and temperature must be determined according to the area. <(WSG: Weather)>
Knowing this, you should have no great problem informing the would-be spell caster as to whot sort of weather exists.

MC: The cleric’s religious symbol, incense, and prayer beads or similar prayer objects.


Effect.druid: The druidic control weather spell is more powerful than the clerical spell of the same name (q.v.).
The spell caster is able to change weather by two places from the prevailing conditions if greater mistletoe is used.
It otherwise is the same as the 7th level cleric control weather spell.

MC.druid:  The spell caster is able to change weather by two places from the prevailing conditions if greater mistletoe is used.


MC.magic-user: Burning incense, and bits of earth && wood mixed in water.
 

Wu Jen: Using this spell, the wu jen can manipulate the weather within a given area within 1d4 turns of the completion of the spell.
Each of the three "aspects" of weather may be moved one degree by spell.
The aspects && degrees are explained on page 52 of the PH.
Contrary aspects are not possible.

MC.Wu Jen: A small skyrocket.
 

WSG: The Dungeon Master must interpret this spell
description quite literally and somewhat conservatively, not allowing
a character to get away with something that should not be
possible. As noted in the Players Handbook, the spell “will not
radically change the temperature” through a range of (for instance)
100 degrees or more - instead, a maximum range of 30
or 40 degrees in one direction or the other is recommended. Also,
note that sweltering heat cannot be made hotter, and arctic cold
cannot be made colder; when the actual current temperature is at
one of these extremes, it can only be moved in one direction. This
is true even of the druidicversion of this spell, which can be used
to move weather conditions two steps instead of just one. When
the spell duration expires, the weather conditions that existed before
it was cast will be resumed, just as if the intervening time had
not occurred. For instance, the use of this spell will not prevent
characters on the seacoast from being in the path of an oncoming
hurricane - but if they can move inland during the time that the
control weather spell is in effect, they may be able to avoid the
brunt of the storm.