Wild Weather (Priest Spell)

This spell resembles weather summoning except that the priest can create bad weather that need not be appropriate to the local area. Terrible wind or lightning storms, torrential downpours, incredible heat or cold, hailstones, or even snowfalls are pos­sible. The weather condition created slows and damages all creatures within the area of effect, including the caster. Creatures caught in wild weather move at one-third their normal movement rate. Creatures caught in the open take 1 point of damage per turn until they find cover – even going to ground and covering oneself is sufficient, but in that case, movement is halted.
If the weather created might be considered harmful to the land or its plants and animals, then a spirit of the land might intervene, at the DM's option. The spirit must believe that damage would be unnaturally severe (weather is, after all, a natu­ral phenomenon); spells aimed against other tres­passers on its lands rarely interest it. The spirit can make a special saving throw to negate the spell effects, saving on a 1 d20 roll of 5 or higher.
The material component is a large glass bottle with air collected at a location where the weather created is common. The priest must wander through the area to be affected for the entire prepa­ration time for the spell, occasionally uncorking the bottle to release some of the air.
Notes: Granted to elementals, common.
Category:Psionic Enchancements
Category:Priest Spells
Category:Psionic Enchancements from Dragon Kings
Category:Spells from Dragon Kings
Category:Spells from Priest's Spell Compendium
Category:Spells