Control Weather (Wizard Spell)

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 turn 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.
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 material components 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.
Notes: Common spell (PHB).
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/small hail	COOL 	Strong wind
Sleet/light snow 	Warm 	STRONG WIND
CLOUDY 	Cold 	Moderate wind
Partly cloudy 	COLD 	Gale
Deep clouds 	Cool 	GALE
Fog 	Arctic cold 	Strong wind
Heavy rain/large hail 	 	Storm
Driving sleet/heavy snow 	 	STORM
 	 	Gale
 	 	Hurricane - typhoon
Category:Wizard Spells
Category:Spells from Players Handbook
Category:Spells
Category:Spells from Wizard's Spell Compendium