Control Weather (spell)

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Control Weather.jpg
Control Weather
Range self
Duration 4-48 hours
Area of Effect 4-16 square miles
Casting Time 3 rounds
Saving Throw none
Level cleric (7th); druid (7th)

Allows the cleric to change the temperature, conditions and wind force of the surrounding area, depending upon the previous conditions.

Showing below are three tables which the cleric must review in order to determine what changes may be made. Firstly, the temperature may be reduced or increased two grades from whatever it is at present. Thus, a cool day may be made brisk or chilly, or it may be made pleasant or warm.

The particular weather determines the conditions the cleric may choose — regardless of whatever they were previously. Thus, if the temperature is brisk, the cleric may choose a light fog or a drizzle; if the temperature were warm, the cleric may make threatening clouds or an actual thunderstorm. Only those conditions adjacent to those temperatures may be chosen. A blizzard cannot occur if the temperature is greater than icy; a drizzle cannot occur if the temperature is pleasant or higher.

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

Finally, the wind force may be stirred up as much as the cleric desires, within the range which the cleric has chosen. Thus, if the cleric has decided that there is a light fog, then the wind force chosen cannot be greater than 0 or 1. The wind force limitations table can be found at the bottom of the page.

The Beaufort Scale graphic below gives a clear vision regarding the effects of wind force.

The time necessary for the change in weather to take place is 10 to 40 rounds (10d4), or between 2 and 8 minutes. If the weather is significantly altered, such as producing or eliminating precipitation, or changing the wind more than three points of force, the effect is so powerful that creatures must make morale check if they are in combat, or else they will break and retreat until the full change of the weather has taken place.

Grades possible conditions
polar to icy blizzard, clear (no clouds), cloudy (10% to 75% cover), 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

Hurricanes may be started only under certain circumstances — in the deep ocean, where the temperature is either sweaty or sweltering and the water itself is warm and calm. It is not sufficient to raise the (air) temperature to that degree, as this would not sufficiently warm the water; however, the air can be cooled to the sufficient amount — if it imaginably that much hotter where the ocean modifies the temperature.

Beaufortscale.png
Temperature
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 4 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 4 to 8
sleet 3 to 6
sunny 0 to 2
threatening clouds 5 to 10
thunderstorm 6 to 11