Control Weather (spell)

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Control Weather-Change in Temperature.jpg

Allows the cleric to change the conditions and wind force of the locality, depending upon the previous conditions. This effect will cover an area equal to seven 2-mile hexes, or one 6-mile hex. At the edge of the adjustment will be a distinct, observable barrier about 20 yards thick, that anyone can pass through.

Control Weather
Range self
Duration 4-48 hours
Area of Effect 3⅓ mile radius
Casting Time 3 rounds
Saving Throw none
Level cleric (7th); druid (7th)

The transformation caused will be striking, particularly as those encountering the barrier will likely have no awareness of the caster's involvement or any understanding of the phenomenon’s origins. Despite its unusual nature, the spell ensures that individuals below 5th level will be unable to give it significant attention, while only those of 10th level or higher will perceive it as something warranting investigation.

To cast this spell effectively, the caster must identify changes to the ambient temperature, wind force, and weather conditions.

Change in Temperature

The Temperature Grades table provides a reference for translating descriptive temperature terms into degrees Celsius or Fahrenheit. These descriptions exist because no standardised temperature scale is available within the 17th-century game world. The caster can alter the relative temperature by no more than two grades, either raising or lowering it. For instance, a "baking" temperature could be reduced to "sweltering," or "sweltering" could be lowered further to "balmy."

Temperature
Grade °C °F
polar -40 or less -40 or less
arctic -35 to -39 -30 to -39
bitterly cold -29 to -34 -20 to -29
very cold -24 to -28 -10 to -19
cold -18 to -23 0 to -9
wintry -12 to -17 1 to 9
icy -7 to -11 10 to 19
frosty -2 to -6 20 to 29
chilly -1 to 4 30 to 39
brisk 5 to 9 40 to 49
cool 10 to 15 50 to 59
pleasant 16 to 21 60 to 69
warm 22 to 26 70 to 79
balmy 27 to 32 80 to 89
sweaty 33 to 37 90 to 99
sweltering 38 to 43 100 to 109
feverish 44 to 48 110 to 119
baking 49 to 54 120 to 129
scorching 55 or more 130 or more

An adjustment of 12 to 20 degrees Fahrenheit can dramatically affect a character's comfort level. The dungeon master can enhance the atmosphere by describing sensory details, such as how characters experience the shift in temperature as the spell takes effect.

The temperature change takes 10 to 40 rounds (10d4), equating to 2 to 8 minutes of game time. As the adjustment occurs, characters wearing inappropriate clothing for the new temperature will need to adapt their CLO progressively, especially if the change happens during combat. For example, a reduction from "sweltering" to "cool" might prompt characters to don cloaks or seek warmth, while a shift upward could require the removal of heavy garments. Additionally, changes in temperature will visibly impact the environment. If the shift moves the surrounding weather from below freezing to above, ice will begin to melt. The surface of free-standing ice will become slick with water within 4 to 10 rounds, softening and altering its texture and hardness as it warms.

After the temperature adjustment is complete, the caster must decide what type of weather conditions are desired, shaping wind patterns, precipitation or other effects in alignment with the new temperature.

Conditions

Atmospheric Conditions
Grades possible conditions
polar to icy blizzard, clear, cloudy, flakes (very light snow), flurries, low clouds (100 ft. ceiling), overcast
frosty or chilly clear, cloudy, flakes, flurries, fog (light to heavy), ice storm, low clouds, mist (freezing or chill), overcast, sleet
brisk or cool clear, cloudy, drizzle, fog (light), low clouds, overcast, showers
pleasant to sweltering clear, cloudy, overcast, showers, sunny, threatening clouds, thunderstorm (and hurricane in special conditions)
feverish to scorching clear, cloudy, overcast, showers, sunny

Within the parameters set by the Atmospheric Conditions Table, the caster can define cloud cover, the intensity of precipitation, and the specific form that precipitation takes. For instance, if the temperature is classified as "brisk" or "cool," the caster may choose from seven weather conditions appropriate to that temperature range, such as "clear," "overcast" or "showers." The chosen weather must align with the established limitations of the temperature grade; for example, a hurricane cannot occur in "polar" conditions.

While extreme weather phenomena like hurricane-force winds might exist within certain conditions, such as a blizzard, the event would still adhere to the characteristics of the selected weather type — in this case, heavy snow and low visibility rather than tropical rains. This ensures that the atmospheric changes remain consistent with the natural laws of the game world, even as they are influenced by the caster's power.

Details regarding these conditions are explained on these links: Clear & SunnyCloudy & OvercastFog & MistIce StormRainSnowStorms.

"Storms" inherently involve significant wind activity. If the wind is minimal or absent, precipitation will simply fall as "rain" or "snow," depending on the temperature and atmospheric conditions. An "ice storm," for example, is not a traditional storm but rather a condition where freezing precipitation coats surfaces with ice, often occurring with little wind.

Hurricanes are exceptional and can only be created under specific meteorological conditions. The spell cannot generate a hurricane near land, as the atmospheric pressure and other factors required for hurricane formation are insufficient close to shore. Instead, hurricanes must be formed over the open ocean within the Tropics of Cancer or Capricorn, where the water temperature is warm enough to sustain the pressure dynamics needed for their creation.

Within these constraints, the caster may produce a small hurricane that lasts only for the duration of the spell. Upon the spell’s end, the hurricane will naturally dissipate. This phenomenon adheres to the principles of meteorology while allowing for limited control within the bounds of the spell.

Wind Force

Beaufortscale.png
Wind Force
Conditions Wind Force min/max
blizzard 7 to 11
clear 0 to 6
cloudy 0 to 5
drizzle 0 to 3
flakes 0 to 3
flurries 3 to 6
fog (light) 0 to 1
fog (moderate/heavy) 0
hurricane 12
ice storm 0 to 1
low clouds 0 to 1
mist (chill) 0 to 2
mist (freezing) 1 to 2
overcast 3 to 6
showers 2 to 7
sleet 3 to 6
sunny 0 to 2
threatening clouds 5 to 10
thunderstorm 6 to 11

Knowing the the caster can choose the desired wind force to accompany the selected weather. The provided image of the Beaufort Scale offers additional context beyond mere wind speed, illustrating the tangible effects at each force level. Lower numbers correspond to calmer, more pleasant weather, while higher forces introduce increasingly severe conditions.

Forces 0-2 represent "nice" weather, characterized by stillness or gentle air currents, ideal for leisure or relaxation. Forces 3-5 are "breezy," bringing a refreshing wind that is pleasant for walks or outdoor activities. Forces 6-7 become "blustery," with noticeable movement of large branches or even whole trees, making walking challenging and introducing discomfort for most activities.

Damage begins with Force 8, classified as a "gale," capable of breaking branches and minor structural damage. Force 10 uproots trees and creates substantial risk to property and safety. Force 11 tears away roofs, and Force 12 unleashes hurricane-level destruction.

A sudden alteration to the wind force by four levels or more creates dramatic and unnatural conditions, such as an abrupt calm or the rapid onset of violent winds. If this occurs during combat, all participants must make a panic check immediately. Failure to pass the check results in characters or NPCs breaking rank and retreating in disarray until rallied, adding chaos to the battlefield and potentially shifting the outcome of the encounter. This mechanic reflects the disorienting and overwhelming impact of sudden atmospheric changes.