Player's Handbook

Control Weather

A 6th-level wizard spell.

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At a glance

Level6
SchoolAlteration
Range0
ComponentsV / S / M
Duration4d6 hrs.
Casting time1 turn
Area of effect4d4 sq. mi.
Saving throwNone
ReversibleNo
SourcePHB p. 222

Description

The control weather spell enables a wizard to change the weather in the local area. The spell affects the weather for 4d6 hours in an area of 4d4 square miles. It requires one to cast the spell, and an additional 1d4 turns for the weather conditions to occur. The current weather conditions are decided by the DM, depending on the climate and season. Weather conditions have three components: precipitation, temperature, and wind. The spell can change these conditions according to the following chart. Precipitation Temperature Wind CLEAR WEATHER HOT CALM Very clear Sweltering heat Dead calm Light clouds or hazy Warm Light wind PARTLY CLOUDY WARM Moderate wind Clear weather Hot MODERATE WIND Cloudy Cool Calm Mist/light rain/ COOL Strong wind small hail Warm STRONG WIND Sleet/light snow Cold Moderate wind CLOUDY COLD Gale Partly cloudy Cool GALE Deep clouds Arctic cold Strong wind Fog Storm Heavy rain/large hail STORM Driving sleet/heavy snow Hurricane–typhoon Gale The upper-cased headings represent the existing weather conditions. The small headings beneath each large heading are the new conditions to which the caster can change the existing conditions. Furthermore, the caster can control the direction of the wind. For example, a day that is clear and warm with moderate wind can be controlled to become hazy, hot, and calm. Contradictions are not possible—fog and strong wind, for example. Multiple control weather spells can be used only in succession. The for this spell are burning incense and bits of earth and wood mixed in water. Obviously, this spell functions only in areas where there are appropriate climatic conditions.