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Control weather

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Control weather was a transmutation or alteration spell that changed the weather in the local area.[4][5][9][10][11]

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.[10] 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.[4][5][9] The caster could choose the direction of the wind, but not the path of a tornado or the target of lightning.[4][5][9][10] Conditions had to be compatible: you could not call for snow and a heat wave, or high winds and fog, for example.[4][5][9][10]

Druids were exceptionally adept at weather control, able to affect a 50% bigger radius[10] (or double the area[4][5][9]), with twice the duration, and, for old-school druids, two levels of intensity change for each of precipitation, temperature, and wind velocity.[4][5][9]

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".[11]

ComponentsEdit

The more recent version of this spell required only verbal and somatic components.[10] Older versions used incense, prayer beads or other divine focus, and the priest's holy symbol.[4][5][9] The post sundering version needed vocal and somatic components and bits of earth and wood mixed with water and burning incense.[11]

ReferencesEdit

  1. Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), pp. 207–211,228. ISBN 978-0-7869-6560-1.
  2. 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.
  3. Richard Baker, James Wyatt (March 2004). Player's Guide to Faerûn. (Wizards of the Coast), pp. 85,91. ISBN 0-7869-3134-5.
  4. 4.0 4.1 4.2 4.3 4.4 4.5 4.6 4.7 David "Zeb" Cook (August 1989). Player's Handbook (2nd edition). (TSR, Inc.), pp. 174–175, 232. ISBN 0-88038-716-5.
  5. 5.0 5.1 5.2 5.3 5.4 5.5 5.6 5.7 David "Zeb" Cook (April 1995). Player's Handbook 2nd edition (revised). (TSR, Inc.), p. 294. ISBN 0-7869-0329-5.
  6. Cook, Findley, Herring, Kubasik, Sargent, Swan (1991). Tome of Magic 2nd edition. (TSR, Inc), p. 153. ISBN 1-56076-107-5.
  7. Richard Baker (1996). Player's Option: Spells & Magic. (TSR, Inc), pp. 183, 185. ISBN 0-7869-0394-5.
  8. Jeff Grubb and Andria Hayday (April 1992). Arabian Adventures. (TSR, Inc), p. 153. ISBN 978-1560763581.
  9. 9.0 9.1 9.2 9.3 9.4 9.5 9.6 9.7 Gary Gygax (1978). Players Handbook 1st edition. (TSR, Inc.), pp. 52, 83. ISBN 0-9356-9601-6.
  10. 10.0 10.1 10.2 10.3 10.4 10.5 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.
  11. 11.0 11.1 11.2 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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