CONTROL WEATHER

Transmutation level 8

STANDARD

Casting Time 10 minutes
Range Self (5-mile radius)
Components V, S, M
Duration Concentration, up to 8 hours

You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don’t have a clear path to the sky ends the spell early.

When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal. When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.

Precipitation

StageCondition
1Clear
2Light clouds
3Overcast or ground fog
4Rain, hail, or snow
5Torrential rain, driving hail, or blizzard

Temperature

StageCondition
1Unbearable heat
2Hot
3Warm
4Cool
5Cold
6Arctic cold

Wind

StageCondition
1Calm
2Moderate wind
3Strong wind
4Gale
5Storm

Components. Burning incense and bits of earth and wood mixed in water.

Spell Variants & Exotic Components – level 7
Add-on for D&D 5e.
Enhanced spell effects with exotic spell material components.
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SPELL VARIANT #1

Casting Time 10 minutes
Range Self (5-mile radius)
Components V, S, M
Duration Concentration, up to 8 hours

This spell variant works as the standard version, with the following enhancements and by adding one or more components to the components used by the standard spell:

  • Precipitation (stage 3, overcast or ground fog). The fog is haunted by spectral voices coming from the word of the dead. Every living creature within the fog is shaken thus suffering a -2 penalty on ability checks and attack rolls.
    Component. Speak with Dead (spell).
  • Precipitation (stage 4; rain, hail or snow). A drift to the elemental plane of water opens into the Prime Material Plane. A Large Water Elemental appears in any point within range, the same occurs every hour for the duration. Each water elemental obeys the command the spellcaster.
    Component. Conjure Elemental (spell).
  • Precipitation (stage 5; torrential rain, driving hail or blizzard). A drift to the elemental plane of air opens into the Prime Material Plane. A Huge Air Elemental appears in any point within range, the same occurs every hour for the duration. Each water elemental obeys the command the spellcaster.
    Component. Conjure Elemental (spell).
  • Temperature (stage 5; cold). The temperature is so low that, combined with the strong winds, it harm and freeze the body of every living being caught within range. Every creature suffers 1 cold damage every 10 minutes and has disadvantage on Dexterity saving throw and ability checks.
    Component. Staff of Frost (not consumed).
  • Temperature (stage 6; arctic cold). The temperature is so low that, combined with the strong winds, it harm and freeze the body of every living being caught within range. Every creature suffers 1 cold damage every 1 minute and has disadvantage on Dexterity saving throw and ability checks.
    Component. Staff of Frost (not consumed).
  • Wind (stage 5; storm). The winds are so strong that they enhances the harmful effects of temperatures. When wind at stage 5 is combined with temperature at stage 5 or 6, the damage rate is doubled.
    Component. Staff of Frost (not consumed).

At Higher Level. When you cast this spell with spell slot of 9th level you can either choose to avoid the concentration to maintain the spell active or extend the duration to concentration, 24 hours.

Components. Ring of Air Elemental Command or Ring of Water Elemental Command (not consumed, requires 1 charge), Scale of Blue Dragon, Scale of White Dragon.