Control Weather

Spell — see Magic and Spellcasting for the rules and the Spell Index for the full list.

Arcane 6 Type: elemental (air), esoteric

Range: self Duration: stationary concentration

The caster can conjure and control the weather conditions in an outdoor area of effect around himself with a 720’ radius area of effect. When the spell is cast, the caster chooses one weather condition. The caster can thereafter create or end one additional weather condition on his initiative each round. If a weather condition contradicts or ends an existing condition, the existing condition is ended and replaced. The available weather conditions and their effects are summarized below. The effects of weather caused by control weather occur instantly rather than taking an hour or day to occur

If two or more casters control weather in partially or completely overlapping areas of effect, the area of effect of the spell is extended to encompass all of the overlapping areas of effect. All the conditions in all areas are applied, with contradictions resolved in favor of the higher caster level(s). Each caster thereafter retains the ability to create or end one weather condition on his initiative. It is not unheard of for powerful high-level spellcasters to struggle to control weather over the course of a battle, alternatively subjecting the troops to scorching heat, freezing cold, and sudden tornadoes.

This spell can be sustained for as long as the caster remains stationary and concentrating.

ConditionEffect
FrigidExpedition speed halved. Creatures without protective clothing or who enter cold water immediately become hypothermic and lose 1d3 CON per hour and must immediately make a Death saving throw or become frostbitten. Mud freezes instantly. -2 penalty to Seduction rolls.
ModerateFrigid or sweltering conditions ended instantaneously.
SwelteringExpedition speed halved. Creatures in heavy armor must immediately make Death saving throws or become fatigued. Water ration increased by 25% and Dehydration causes double CON loss. Snow melts and mud dries instantly
CalmFog, rain, snow, severe winds, or tornado conditions ended instantaneously.
FoggyMaximum visibility drops to 20’. Speeds of all creatures are halved except for those which do not rely on sight to function.
RainyAll missile attacks suffer a -2 penalty. Mud forms in 1 turn; thereafter, land speeds are halved except on paved roads; wheeled vehicles cannot move at all except on paved roads.
SnowyMaximum visibility drops to 20’. Speeds of all creatures are halved. Snow accumulates in 1 turn; thereafter, land speeds are halved (again) and wheeled vehicles cannot move.
StormyAll missile attacks and listening throws suffer a -4 penalty. Air speed is halved. All creatures are affected as if by gale of wind. In barren or desert terrain, maximum visibility is reduced to 20’ by dust. Vessels at sea might be damaged or drift.
WindyAll missile attacks and listening throws suffer a -2 penalty. Air speed is halved.
TornadoA 100’ tall, 25’ diameter tornado appears at a point of the caster’s choice within the area of effect. The tornado blocks line of sight and missiles and magic cannot pass through it. On his initiative, the caster can move the tornado within the area of effect at a rate of 120’ per round. Any creatures that the tornado moves onto during the caster’s initiative, or that enters the tornado on its own initiative, is attacked as if from a readied 2 HD monster with one attack dealing 1d8 extraordinary slashing damage. After the attack, the creature must make a successful Paralysis saving throw or be knocked prone and flung back 5’ from the edge of the tornado. (Creatures of Large size or greater gain a +4 bonus to the saving throw per size category above man-sized.) Before summoning a tornado, a caster must first establish stormy conditions.