Control Weather
(Alteration)
[default: cleric, d: druid, mu: magic-user, wj: wu jen]
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(d: 8-96 hours) (mu: 4-24 hours) (wj: 4-24 hours) |
(d: v.s.m) (mu: v.s.m) (wj: v.s.m) |
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(d: 4-32 square miles) |
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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.