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Control weather was a transmutation or alteration spell that changed the weather in the local area.[5][6][11][12][13]

EffectsEdit

After ten minutes of casting, the weather in a two-mile (3.2 km) radius began to change toward the chosen conditions, within the limitations of the season.[12] Older versions of this spell could affect a randomly bigger or smaller area and used the current state of precipitation, temperature, and wind as a baseline, which the caster was able to independently move up or down one level of intensity.[5][6][11] The caster could choose the direction of the wind, but not the path of a tornado or the target of lightning.[5][6][11][12] Conditions had to be compatible: you could not call for snow and a heat wave, or high winds and fog, for example.[5][6][11][12]

Druids were exceptionally adept at weather control, able to affect a 50% bigger radius[12] (or double the area[5][6][11]), with twice the duration, and, for old-school druids, two levels of intensity change for each of precipitation, temperature, and wind velocity.[5][6][11]

The post sundering version would last for 8 hours and effect the weather in a 5 mile (8 kilometres) radius, and would change depending on choice, climate and season. The effects would be between 3 types: perception changes ranging from "clear" to "torrential rain", temperature ranging from "unbearable heat" to "arctic cold", wind changes from "calm" to "storm".[13]

ComponentsEdit

The more recent version of this spell required only verbal and somatic components.[12] Older versions used incense, prayer beads or other divine focus, and the priest's holy symbol.[5][6][11] The post sundering version needed vocal and somatic components and bits of earth and wood mixed with water and burning incense.[13]

HistoryEdit

The spell was attributed to Netherese arcanist Fourfinger in -1997 DR and was originally called Fourfinger's weather control.[1]

AppendixEdit

ReferencesEdit

  1. 1.0 1.1 1.2 slade, James Butler (November 1996). Netheril: Empire of Magic (The Winds of Netheril). (TSR, Inc.), pp. 23,26. ISBN 0-7869-0437-2.
  2. Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), pp. 207–211,228. ISBN 978-0-7869-6560-1.
  3. Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook 3.5 edition. (Wizards of the Coast), pp. 185,214. ISBN 0-7869-2886-7.
  4. Richard Baker, James Wyatt (March 2004). Player's Guide to Faerûn. (Wizards of the Coast), pp. 85,91. ISBN 0-7869-3134-5.
  5. 5.0 5.1 5.2 5.3 5.4 5.5 5.6 5.7 David "Zeb" Cook (August 1989). Player's Handbook (2nd edition). (TSR, Inc.), pp. 174–175, 232. ISBN 0-88038-716-5.
  6. 6.0 6.1 6.2 6.3 6.4 6.5 6.6 6.7 David "Zeb" Cook (April 1995). Player's Handbook 2nd edition (revised). (TSR, Inc.), p. 294. ISBN 0-7869-0329-5.
  7. Cook, Findley, Herring, Kubasik, Sargent, Swan (1991). Tome of Magic 2nd edition. (TSR, Inc), p. 153. ISBN 1-56076-107-5.
  8. Richard Baker (1996). Player's Option: Spells & Magic. (TSR, Inc), pp. 183, 185. ISBN 0-7869-0394-5.
  9. Jeff Grubb and Andria Hayday (April 1992). Arabian Adventures. (TSR, Inc), p. 153. ISBN 978-1560763581.
  10. slade, James Butler (November 1996). Netheril: Empire of Magic (The Winds of Netheril). (TSR, Inc.), pp. 121–123. ISBN 0-7869-0437-2.
  11. 11.0 11.1 11.2 11.3 11.4 11.5 11.6 11.7 Gary Gygax (1978). Players Handbook 1st edition. (TSR, Inc.), pp. 52, 83. ISBN 0-9356-9601-6.
  12. 12.0 12.1 12.2 12.3 12.4 12.5 Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook 3.5 edition. (Wizards of the Coast), p. 214. ISBN 0-7869-2886-7.
  13. 13.0 13.1 13.2 Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), p. 228. ISBN 978-0-7869-6560-1.

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