Control Weather

Control Weather

8th-rank - Wizard Spell: Transmutation Priest Spell: Weather

Casting Time: 10 minutes
Range: Self (5-mile radius)
Duration: Concentration, up to 8 hours
Components: V, S, M
Materials: burning incense and bits of earth and wood mixed in water
Auditory Sensory Effects: Earsplitting
Visual Sensory Effects: Gargantuan
Olfactory Sensory Effects: Very Strong
Casting Perception Mod +4
Effect Perception Mod +15

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 rollPrecipitationDescriptionCombat effectsTravel effects
1ClearNo or few cloudsN/AN/A
2Light cloudsClouds cover most of the sky.N/ANavigation checks‌ based on nighttime stars have Disadvantage‌.
3OvercastClouds completely cover the sky.N/ANavigation based on nighttime stars impossible.
4Mist or ground fogVery light precipitationArea becomes Lightly Obscured‌ or Heavily obscured‌.Navigation based on sun or stars impossible, Wisdom‌ (Survival‌) and Wisdom (Perception‌) checks‌ have Disadvantage.
5Rain, hail, or snowLight to heavy precipitationArea is Lightly Obscured and becomes difficult terrain‌, unprotected flames extinguished. All creatures‌ and objects‌ are immune to the Ignitedcondition‌.Navigation based on sun or stars impossible, Wisdom‌ (Survival‌) and Wisdom (Perception‌) checks‌ have Disadvantage.
6Torrential rain, driving hail, or blizzardDangerously heavy precipitationArea is Heavily obscured and becomes dangerous terrain‌, unprotected flames extinguished. For hail, make a DC‌ 10 Constitutionsave‌ every Round‌ or take 1d6 Bludgeoning Damage‌. All creatures‌ and objects‌ are immune to the Ignitedcondition‌. All creatures‌ and objects‌ are immune to the Ignitedcondition‌ and Resistant‌ to Fire Damage‌.Wisdom‌ (Survival‌) and Wisdom (Perception‌) checks‌ automatically fail. For hail, danger of overwhelming Bludgeoning Damage‌.

Temperature


1d6 rollTemperatureDescriptionCombat effectsTravel effects
1Unbearable heat100 degrees +Make a DC‌ 15 Constitutionsave‌ every Round‌ or raise 1 level of Exhaustion‌.Make a DC 15 Constitutionsave‌ every hour or raise 1 level of Exhaustion‌.
2Hot80-100 degreesMake a DC‌ 10 Constitutionsave‌ every Round‌ or raise 1 level of of Exhaustion‌.Make a DC‌ 10 Constitutionsave‌ every hour or raise 1 level of Exhaustion‌.
3Warm60-80 degreesN/AN/A
4Cool35-60 degreesN/AN/A
5Cold0-35 degreesCreatures‌ not wearing gloves have Disadvantage‌ on Attacks.Make a DC‌ 10 Constitutionsave‌ every hour or take 1d4 Cold Damage‌. This damage can't be ‌healed‌ until warmed.
6Arctic cold- degreesCreatures‌ not wearing gloves have Disadvantage‌ on Attacks, Bodies of dead creatures become statues.Make a DC‌ 15 Constitutionsave‌ every hour or take 1d6 Cold Damage‌. This damage can't be ‌healed until warmed.
 

Wind


1d6 rollWindDescriptionCombat effectsTravel effects
1Calm0-9 mphN/AN/A
2Moderate wind10-19 mphRanged Attacks‌ have DisadvantageN/A
3Strong wind20-29 mphRanged Attacks‌ have Disadvantage‌, 1 extra foot of Movement‌ for each foot moved if moving against the wind, unprotected flames extinguished.1/2 Speed
4Gale30-59 mphRanged 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 Strengthsave‌ or be knocked Prone‌. (DC 15 for Flying creatures)1/2 Speed‌, Make a DC‌ 10 Constitutionsave‌ every hour or raise 1 level of Exhaustion‌.
5Storm60-89 mphRanged 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 Strengthsave‌ or be knocked Prone‌, danger of falling objects. (DC 20 for Flying creatures)1/4 Speed‌, make a DC‌ 15 Constitutionsave‌ every hour or raise 1 level of Exhaustion‌, danger of flying objects
6Hurricane90 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 Strengthsave‌ or be knocked Prone‌, danger of falling objects, danger of getting blown away.Travel‌ impossible

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