Control Weather
1st-level transmutation
- Casting Time:
10 minutes30 minutes - Range: Self (100-foot radius)
- Components: V, S, M (burning incense and bits of earth and wood mixed in water)
- Duration: Concentration, up to
1 hour4 hours
You take control of the weather around 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. You can choose to change one of the following when you cast the spell: precipitation, temperature, or wind. It takes 1d4 3d4 x 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 the current condition on the table of your choice and move one step up or down on the table. When changing the wind, you can change its direction. You can only alter the weather to or from a particular stage if it meets the minimum requirements for the spell slot you expended.
At Higher Levels. When cast with a 3rd-level spell slot, the duration increases to 4 hours 8 hours and the radius increases to 500 feet. When cast with a 5th-level spell slot, the duration increases to 8 hours 24 hours and the radius increases to 1 mile. When cast with an 8th-level spell slot, the radius increases to 5 miles.
Caster Level | Spell Level | Radius | Duration | Effect |
---|---|---|---|---|
1–2 | 1st | 100 ft | 4 hours | Redirect moderate to strong winds |
3–4 | 2nd | Summon or clear out a ground fog, alter cloud cover | ||
5–6 | 3rd | 500 ft | 8 hours | Summon or halt a wind, summon or clear cloud cover |
7–8 | 4th | Summon or halt rain or snow | ||
9–10 | 5th | 1 mi | 24 hours | Alter the temperature |
11–12 | 6th | Summon or halt gale–force winds | ||
13–14 | 7th | Alter extreme temperatures | ||
15–16 | 8th | 5 mi | Summon or halt a severe storm |
Weather Conditions
Stage | Spell Slot | Wind |
---|---|---|
1 | 3 | Calm |
2 | 1 | Moderate wind (10–19 mph) |
3 | 1 | Strong wind (20–34 mph) |
4 | 6 | Gale (35–54 mph) |
5 | 8 | Storm (55+ mph) |
Stage | Spell Slot | Precipitation |
---|---|---|
1 | 3 | Clear |
2 | 2 | Light clouds |
3 | 2 | Overcast or ground fog |
4 | 4 | Rain, hail, or snow |
5 | 8 | Torrential rain, driving hail, blizzard |
Stage | Spell Slot | Temperature |
---|---|---|
1 | 7 | Extreme heat (>100°F) |
2 | 5 | Hot |
3 | 5 | Warm |
4 | 5 | Cool |
5 | 5 | Cold |
6 | 7 | Extreme cold (<0°F) |
Spell Duration
Spell durations have been increased 2–4x to account for the extended rest variant in which the adventuring day is meant to extend across ~72 hours rather than 24, to preserve the relative value of a spell slot.
DM Notes
Moderate Wind (>10 mph)
- disperses fog or gas in 4 rounds (Stinking Cloud, PHB 278)
Strong Wind (>20 mph)
- Disperses fog or gas in 1 round (Stinking Cloud, PHB 278)
- Disadvantage on ranged attack rolls (DMG 110)
- Disadvantage on hearing Perception checks (DMG 110)
- Extinguishes open flames (DMG 110)
- 50% chance to extinguish protected flames (Gust of Wind, PHB 248)
- Nonmagical flight must land or fall at turn's end (DMG 110)
- Can cause sandstorm in desert, disadvantage on sight Perception checks (DMG 110)
Heavy Precipitation (dmg 110)
- rain and snow: lightly obscured, disadvantage on sight Perception checks
- rain: extinguishes open flames
- rain: disadvantage on hearing Perception checks
Downpour (pota 113)
- must be indoors to complete a long rest
- overland travel takes twice as long
- vision is heavily obscured (blinded) past 100 feet
- DC 15 to avoid becoming lost
Extreme Heat (dmg 110)
- DC 5 Con save increases +1 every hour
- Fail: gain one level exhaustion
- Disadvantage: medium/heavy armor, heavy clothing
- Auto succeed: fire resist or immunity, naturally adapted
Extreme Cold (dmg 110)
- DC 10 Con save every hour
- Fail: gain one level exhaustion
- Auto succeed: cold resist or immunity, naturally adapted, or cold weather gear