Uncontrolled Weather
This spell allows the caster to summon weather
that is either appropriate or inappropriate to the
climate and season of the region. The summoned
effects are always dramatic — cool breezes or light
fog will not appear. Instead, torrential floods will
assault a desert, a heat wave will rage in polar
wastelands, and tornadoes and hurricanes will
rip across gentle landscapes. A blizzard might
spring up in summer or a tornado might materialize in the winter.
The spellcaster has no influence over the
weather pattern that emerges. He cannot control
the area of effect or the duration of the weather.
Four turns after the spell is cast, the trend of the
weather will become apparent — a sudden chill,
gust of wind, overcast sky, etc. The uncontrolled
weather arrives on the fifth turn. Once the weather has arrived, it cannot be dispelled. If the spell is
canceled by the caster before the beginning of the
fifth turn, the weather slowly reverts to its original condition.
The effects of the spell are the decision of the
DM. The effects should be grand and impressive.
Following are suggested effects of the weather.
Torrential Rain/Blizzard: Visibility is reduced
to 100 yards or less; travel is nearly impossible
due to water or heavy snow on the ground.
Storm/Hurricanes: All flying creatures are
driven from the skies; trees are uprooted; roofs
are torn off; ships are endangered.
Heat Wave: Intense heat immediately causes
ice bridges to melt; avalanches of snow and ice
roll down mountains.
The DM determines the area of effect randomIy. The maximum duration of the spell is one turn
per level of the caster; however, the DM may
cancel the effect after a shorter time.
[Tome of Magic]
Sphere: Chaos, Weather
(Conjuration/Summoning)
Level: 7
(Conjuration/Summoning)
Level: 7
Range: 0
Components: V, S
Duration: 1 turn/level
Casting Time: 1 turn
Area of Effect: 4d4 square miles
Saving Throw: None
Components: V, S
Duration: 1 turn/level
Casting Time: 1 turn
Area of Effect: 4d4 square miles
Saving Throw: None
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