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AD&D Players Handbook/Database/Spells/Cleric/Control Weather
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=== OCR source record === <pre>Level: 7 Range: 0 Duration: 4-48 hours Area of Effect: 4- 16 square miles Components: V, S, M Casting Time: J turn Soving Throw: None Explanation/Description: The control weother spell allows a cleric to change the weother in the area he or she is in at the time the spell is cast. The spell will affect the weather for from 4 to 48 hours (4d12) in an area of from 4 to 16 square miles (4d4). It requires 1 turn to cast the spell, and an additional 1 to 4 (d4) turns for the effects of the weather to be felt. The control weother spell will not radically change the temperature, i.e. from below zero to a 100 degree temperature heat wave. The weather control possible depends upon the prevailing conditions: CALM Deod calm Light breeze HOT WEATHER Warm weather Sweltering heal WARM WEATHER Hot weather Cool weother CLEAR WEATHER Very clear Light clouds or hazy LIGHT WIND PARTLY CLOUDY WEATHER Colm Strong wind STRONG WIND Light wind Gale Clear weather Cloudy Mist/Light rain/small I hai I Sleet/Light snow COOL WEATHER Warm weather Cold weather COLD WEATHER Cool weather Arctic cold CLOUDY WEATHER Partly cloudy Deep clouds Fog Heavy rain/large hail Driving sleet/Heavy snow GALE Strong wind Storm STORM Gale Hurricane- Typhoon All three aspects of the weather (clouds/precipitation, temperature, and wind) can be controlled, but only os shown. For example, o day which is clear worm, and with light 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 moterial components for this spell are the cleric’s religious symbol, incense, and prayer beads or similar prayer objects Obviously, this spell functions only in areas where there are appropriate climatic conditions.</pre> [[Category:AD&D Database]] [[Category:AD&D Spells]] [[Category:AD&D Cleric Spells]] [[Category:AD&D Cleric Level 7 Spells]]
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