Air 7, Clr 7, Drd 7, Sor/Wiz 7
10 minutes; see text
2-mile-radius circle, centered on you; see text
4d12 hours; see text
You change the weather
in the local area
. It takes 10 minutes to cast the spell and an additional 10 minutes for the effects to manifest.
You can call forth weather
appropriate to the climate and season of the area
you are in.
||Tornado, thunderstorm, sleet storm, or hot weather
||Torrential rain, heat wave, or hailstorm
||Hot or cold weather, fog, or sleet
||Frigid cold, blizzard, or thaw
||Hurricane-force winds or early spring (coastal area)
You control the general tendencies of the weather
, such as the direction and intensity of the wind. You cannot control specific applications of the weather
-where lightning strikes, for example, or the exact path of a tornado. When you select a certain weather
condition to occur, the weather
assumes that condition 10 minutes later (changing gradually, not abruptly). The weather
continues as you left it for the duration
, or until you use a standard action
to designate a new kind of weather
(which fully manifests itself 10 minutes later). Contradictory conditions
are not possible simultaneously.
can do away with atmospheric phenomena (naturally occurring or otherwise) as well as create them.
casting this spell doubles the duration
and affects a circle with a 3-mile radius.
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