Control Weather

Transmutation [Air]
Level: Air 7, Sor/Wiz 7, Sun 7, Water 7
Components: V, S
Casting Time: 10 minutes
Range: 2 miles
Area: 2-mile radius circle
Duration: 4d12 hours
Saving Throw: None
Spell Resistance: No
Spell Points: 13

“Winds of the north, south, east and west, heed my call!”

You 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. You can call forth weather appropriate to the climate and season of the area you are in, see the Control Weather table for your options.

Table: Control Weather
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
Late winter Hurricane-force winds or early spring (coastal area)

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

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

Augment: You can augment this spell in one or more of the following ways:

  1. If you spend 2 additional spell points, the spell’s casting time is reduced to 1 standard action. The delay between the completion of the spell and the weather changing is not affected.

  2. If you spend 2 additional spell points, the spell takes effect immediately after you have finished casting, causing an abrupt and obviously magical change in the weather.

  3. If you spend 4 additional spell points, you can create an eclipse by casting this spell. This option is available regardless of season (although an eclipse created at night or when the sun is not in any way visible has no observable effects). This reduces the spell’s duration to 2d6 minutes.