Jump to content

AD&D Players Handbook/Database/Spells/Druid/Weather Summoning

From singerhosting
Revision as of 17:09, 22 August 2026 by adnd>WikiImporter (Generated searchable database record from supplied Players Handbook)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
  1. Weather Summoning


Class Druid
Spell level 6
School Conjuration/Summoning
Reversible No
Range 0
Duration Special
Area of Effect Special
Components V, S, M
Casting Time 1 turn
Saving Throw None


    1. Description

The druidic weather summoning spell is similar to the control weather spell (q.v.) of clerical nature. By casting the spell, the druid calls forth weather commensurate with the climate and season of the area he or she is in at the time. Thus, in spring a tornado, thunderstorm, cold, sleet storm, or hot weather could be summoned. In summer a torrential rain, heat wave, hail storm, etc. can be called for. In autumn, hot or cold weather, fog, sleet, etc. could be summoned. Winter allows great cold, blizzard, or thaw conditions to be summoned. Hurricane-force winds can be summoned near coastal regions in the late winter or early spring. The summoned weather is not under the control of the druid. It might last but a single turn in the case of a tornado, or for hours or even days in other cases. The area of effect likewise varies from about 1 square mile to 100 or more square miles. Note that several druids can act in concert to greatly affect weather, controlling winds and/or working jointly to summon very extreme weather conditions. Within 4 turns after the spell is cast, the trend of the weather to come will be apparent, i.e., clearing skies, gusts of warm or hot air, a chill breeze, overcast skies, etc. Summoned weather will arrive 6 to 17 turns (d12 + 5) after the spell is cast. Anything less than greater mistletoe as the material component will sharply curtail the weather extremes desired. Seventh level Spells:

    1. Source

Supplied Players Handbook PDF, PDF page 64. Original printed page is approximately 62 for this portion of the scan. Source column: L.

OCR source record

Level: 6 Components: V, S, M Range: 0 Casting Time: 1 turn Duration: Special Saving Throw: None Area of Effect: Special Explanation/Description: The druidic weather summoning spell is similar to the control weather spell (q.v.) of clerical nature. By casting the spell, the druid calls forth weather commensurate with the climate and season of the area he or she is in at the time. Thus, in spring a tornado, thunderstorm, cold, sleet storm, or hot weather could be summoned. In summer a torrential rain, heat wave, hail storm, etc. can be called for. In autumn, hot or cold weather, fog, sleet, etc. could be summoned. Winter allows great cold, blizzard, or thaw conditions to be summoned. Hurricane-force winds can be summoned near coastal regions in the late winter or early spring. The summoned weather is not under the control of the druid. It might last but a single turn in the case of a tornado, or for hours or even days in other cases. The area of effect likewise varies from about 1 square mile to 100 or more square miles. Note that several druids can act in concert to greatly affect weather, controlling winds and/or working jointly to summon very extreme weather conditions. Within 4 turns after the spell is cast, the trend of the weather to come will be apparent, i.e., clearing skies, gusts of warm or hot air, a chill breeze, overcast skies, etc. Summoned weather will arrive 6 to 17 turns (d12 + 5) after the spell is cast. Anything less than greater mistletoe as the material component will sharply curtail the weather extremes desired. Seventh level Spells: