Control Weather
Control Weather
8th-rank - Wizard Spell: Transmutation Priest Spell: Weather
Powerful, humming aura fills your eyes and surrounds your body as you take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don't have a clear path to the sky ends the spell early.
When you cast the spell, you change the current weather conditions, which are determined by the GM based on the climate and season. You can change precipitation, temperature, and wind. It takes 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.
When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.
Precipitation
Temperature
Wind
At higher ranks:
Precipitation
1d6 roll | Precipitation | Description | Combat effects | Travel effects |
---|---|---|---|---|
1 | Clear | No or few clouds | N/A | N/A |
2 | Light clouds | Clouds cover most of the sky. | N/A | Navigation checks based on nighttime stars have Disadvantage. |
3 | Overcast | Clouds completely cover the sky. | N/A | Navigation based on nighttime stars impossible. |
4 | Mist or ground fog | Very light precipitation | Area becomes Lightly Obscured or Heavily obscured. | Navigation based on sun or stars impossible, Wisdom (Survival) and Wisdom (Perception) checks have Disadvantage. |
5 | Rain, hail, or snow | Light to heavy precipitation | Area is Lightly Obscured and becomes difficult terrain, unprotected flames extinguished. All creatures and objects are immune to the Ignited condition. | Navigation based on sun or stars impossible, Wisdom (Survival) and Wisdom (Perception) checks have Disadvantage. |
6 | Torrential rain, driving hail, or blizzard | Dangerously heavy precipitation | Area is Heavily obscured and becomes dangerous terrain, unprotected flames extinguished. For hail, make a DC 10 Constitution save every Round or take 1d6 Bludgeoning Damage. All creatures and objects are immune to the Ignited condition. All creatures and objects are immune to the Ignited condition and Resistant to Fire Damage. | Wisdom (Survival) and Wisdom (Perception) checks automatically fail. For hail, danger of overwhelming Bludgeoning Damage. |
Temperature
1d6 roll | Temperature | Description | Combat effects | Travel effects |
---|---|---|---|---|
1 | Unbearable heat | 100 degrees + | Make a DC 15 Constitution save every Round or raise 1 level of Exhaustion. | Make a DC 15 Constitution save every hour or raise 1 level of Exhaustion. |
2 | Hot | 80-100 degrees | Make a DC 10 Constitution save every Round or raise 1 level of of Exhaustion. | Make a DC 10 Constitution save every hour or raise 1 level of Exhaustion. |
3 | Warm | 60-80 degrees | N/A | N/A |
4 | Cool | 35-60 degrees | N/A | N/A |
5 | Cold | 0-35 degrees | Creatures not wearing gloves have Disadvantage on Attacks. | Make a DC 10 Constitution save every hour or take 1d4 Cold Damage. This damage can't be healed until warmed. |
6 | Arctic cold | - degrees | Creatures not wearing gloves have Disadvantage on Attacks, Bodies of dead creatures become statues. | Make a DC 15 Constitution save every hour or take 1d6 Cold Damage. This damage can't be healed until warmed. |
Wind
1d6 roll | Wind | Description | Combat effects | Travel effects |
---|---|---|---|---|
1 | Calm | 0-9 mph | N/A | N/A |
2 | Moderate wind | 10-19 mph | Ranged Attacks have Disadvantage | N/A |
3 | Strong wind | 20-29 mph | Ranged Attacks have Disadvantage, 1 extra foot of Movement for each foot moved if moving against the wind, unprotected flames extinguished. | 1/2 Speed |
4 | Gale | 30-59 mph | Ranged Attacks impossible, 1 extra foot of Movement for each foot moved if moving against the wind, unprotected flames extinguished, every round make a DC 10 Strength save or be knocked Prone. (DC 15 for Flying creatures) | 1/2 Speed, Make a DC 10 Constitution save every hour or raise 1 level of Exhaustion. |
5 | Storm | 60-89 mph | Ranged Attacks impossible, 2 extra feet of Movement for each foot moved if moving against the wind, unprotected flames extinguished, every round make a DC 15 Strength save or be knocked Prone, danger of falling objects. (DC 20 for Flying creatures) | 1/4 Speed, make a DC 15 Constitution save every hour or raise 1 level of Exhaustion, danger of flying objects |
6 | Hurricane | 90 mph + | Ranged Attacks impossible, Flying impossible, 4 extra feet of Movement for each foot moved if moving against the wind, unprotected flames extinguished, every round make a DC 20 Strength save or be knocked Prone, danger of falling objects, danger of getting blown away. | Travel impossible |
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