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Control weather was a transmutation or alteration spell that changed the weather in the local area.[6][7][12][14][15]

Effects[]

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.[14] 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.[6][7][12] The caster could choose the direction of the wind, but not the path of a tornado or the target of lightning.[6][7][12][14] Conditions had to be compatible: you could not call for snow and a heat wave, or high winds and fog, for example.[6][7][12][14]

Druids were exceptionally adept at weather control, able to affect a 50% bigger radius[14] (or double the area[6][7][12]), with twice the duration, and, for old-school druids, two levels of intensity change for each of precipitation, temperature, and wind velocity.[6][7][12]

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".[15]

Components[]

The more recent version of this spell required only verbal and somatic components.[14] Older versions used incense, prayer beads or other divine focus, and the priest's holy symbol.[6][7][12] The post sundering version needed vocal and somatic components and bits of earth and wood mixed with water and burning incense.[15]

History[]

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

In 1370 DR, the city of Mirabar was known to have a permanent control weather effect in its gardens in order to maintain a comfortable year-round temperature for their agriculture.[16]

Appendix[]

Appearances[]

References[]

  1. 1.0 1.1 1.2 slade, Jim Butler (October 1996). “The Winds of Netheril”. In Jim Butler ed. Netheril: Empire of Magic (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 v.3.5. (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. William L. Christensen (April 2006). “The Wild Hunt”. In Erik Mona ed. Dragon #342 (Paizo Publishing, LLC), p. 91.
  6. 6.0 6.1 6.2 6.3 6.4 6.5 6.6 6.7 David "Zeb" Cook (August 1989). Player's Handbook (2nd edition). (TSR, Inc.), pp. 174–175, 232. ISBN 0-88038-716-5.
  7. 7.0 7.1 7.2 7.3 7.4 7.5 7.6 7.7 David "Zeb" Cook (April 1995). Player's Handbook 2nd edition (revised). (TSR, Inc.), p. 294. ISBN 0-7869-0329-5.
  8. Cook, Findley, Herring, Kubasik, Sargent, Swan (1991). Tome of Magic 2nd edition. (TSR, Inc), p. 153. ISBN 1-56076-107-5.
  9. Richard Baker (1996). Player's Option: Spells & Magic. (TSR, Inc), pp. 183, 185. ISBN 0-7869-0394-5.
  10. Jeff Grubb and Andria Hayday (April 1992). Arabian Adventures. (TSR, Inc), p. 153. ISBN 978-1560763581.
  11. slade, Jim Butler (October 1996). “The Winds of Netheril”. In Jim Butler ed. Netheril: Empire of Magic (TSR, Inc.), pp. 121–123. ISBN 0-7869-0437-2.
  12. 12.0 12.1 12.2 12.3 12.4 12.5 12.6 12.7 Gary Gygax (1978). Players Handbook 1st edition. (TSR, Inc.), pp. 52, 83. ISBN 0-9356-9601-6.
  13. Gary Gygax, David Cook, and François Marcela-Froideval (1985). Oriental Adventures. (TSR, Inc), p. 90. ISBN 0-8803-8099-3.
  14. 14.0 14.1 14.2 14.3 14.4 14.5 Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook v.3.5. (Wizards of the Coast), p. 214. ISBN 0-7869-2886-7.
  15. 15.0 15.1 15.2 Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), p. 228. ISBN 978-0-7869-6560-1.
  16. slade, et al. (April 1996). “Cities & Civilization”. In James Butler ed. The North: Guide to the Savage Frontier (TSR, Inc.), p. 26. ISBN 0-7869-0391-0.
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