AD&D 2nd Edition

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Arcane Magic - 6th Level

Control Weather

School:
Range:
Components:
Duration:
Casting Time:
Area of Effect:
Saving Throw:

Range: 0
Components: V, S, M
Duration: 4d6 hrs
Casting Time: 1 turn
Area of Effect: 4d4 sq mi
Saving Throw: None

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.

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 COOL Strong wind
small hail Warm STRONG WIND
Sleet/light snow Cold Moderate wind
CLOUDY COLD Gale
Partly cloudy Cool GALE
Deep clouds Arctic cold Strong wind
Fog   Storm
Heavy rain/large hail   STORM
Driving sleet/heavy snow          Gale
    Hurricane-typhoon

The upper-cased headings represent the existing weather conditions. The small heading 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.