You can command the weather to do your bidding.
Control Weather
As a standard action, you may control all weather within medium range, adjusting either the wind, temperature, or precipitation levels. If you are in a confined area such as inside a building, your control only extends to the edge of that space.
This change in weather lasts as long as you concentrate, but you may always spend a spell point as a free action to allow this change to continue for 1 minute per caster level without concentration. When using control weather to change the weather’s severity, the change happens 1 level change per category per round until the desired severity is reached. When the effect ends, the severity of the altered weather categories returns to normal by 1 step per round.
If you are maintaining the effect through concentration, the effect moves with you, raising and lowering the severity of unaffected or no-longer affected area as described above. If it is being maintained through a spell point, it remains stationary.
Wind has 7 steps of severity, while temperature and humidity have 13. Temperature is divided between ‘Heat’ and ‘Cold’, each with 7 steps of severity. (If the temperature is lowered below step 1 of Cold, it becomes step 2 of Heat. If the temperature is lowered below step 1 of Heat, it becomes step 2 of Cold.) Likewise, humidity is divided between ‘Precipitation’ and ‘Aridity’, which follows a similar setup. An average day of no wind, no rain, and unremarkable temperature is assumed to be at severity level 1 for all categories.
At 1st caster level, you may create weather of severity level 1, 2 or 3. This improves by one severity level per 7 caster levels to a maximum of severity level 7. You may create weather of up to this severity, or lower the severity of pre-existing weather if it is within this limit. If the natural weather is of a higher severity level than you can affect, you cannot use control weather to alter that aspect of the weather.
If two casters are controlling weather in the same location and affecting different categories, both effects happen normally.
If both casters are affecting the same category, the second caster must be able to affect the weather’s new severity, and must succeed at a magic skill check to wrestle control from the first caster. On the first caster’s subsequent turn, if he maintains his own control weather effect, he must succeed at his own magic skill check to wrestle control of the weather back from the second caster. If the first caster is maintaining their effect through a spell point instead of concentration and the second caster succeeds at their magic skill check, the first caster’s weather effect is suppressed for as long as the second caster uses control weather. Once the second caster’s effect ends, the first caster’s effect resumes functioning, provided its duration has not already expired.
The following is a description of all the different effects one can create with the Weather sphere. See the Pathfinder Core rulebook for more details on weather and environmental effects. Depending on the terrain, a GM could rule additional effects happen; rain can cause rivers or enclosed spaces to flood, Cold can create ice sheets on flat terrain, etc. Generally, weather conditions from different categories stack. (Thus, if Wind, Cold, and Precipitation were all increased to Severity level 5, the area would be under the effects of the appropriate Wind, Cold, and Snow effects, all at the same time.)
Note: It is impossible to raise weather above severity level 7. However, for every effective level above severity level 7 a caster’s control weather would otherwise be able to reach, all numbers associated with that weather type, including DCs or penalties, are increased by 1.
Table: Weather Conditions
| Severity |
Wind |
Cold |
Heat |
Precipitation |
Aridity |
Ash |
Vog |
Fallout |
| 1 |
Light |
Cool |
Cool |
None |
None |
None |
None |
None |
| 2 |
Moderate |
Chilled |
Warm |
Mist |
Dry |
Light |
Light |
Light |
| 3 |
Strong |
Cold |
Hot |
Light/fog |
Very dry |
Moderate |
Moderate |
Moderate |
| 4 |
Severe |
Severe |
Severe |
Moderate |
Parched |
Heavy |
Heavy |
Heavy |
| 5 |
Windstorm |
Extreme |
Extreme |
Heavy |
Drought |
Very Heavy |
Very Heavy |
Very Heavy |
| 6 |
Hurricane |
Arctic |
Burning |
Flash flood |
Sere |
Suffocating |
Suffocating |
Withering |
| 7 |
Tornado |
Killing |
Boiling |
Great flood |
Desiccating |
Smothering |
Smothering |
Irradiating |
Wind
You cannot change the direction of the wind, but you may overpower it. If you wish to change the direction of the wind, you must create a new wind of the direction you desire. If the wind is the same severity as the natural wind, the winds negate (if they oppose) or join to create a wind with a direction halfway between the two. If one wind is smaller than the other, the smaller wind is negated in favor of the stronger one.
Light Wind: A gentle breeze, having little or no game effect.
Moderate Wind: A steady wind with a 50% chance of extinguishing small, unprotected flames, such as candles.
Strong Wind: Gusts that automatically extinguish unprotected flames (candles, torches, and the like). Such gusts impose a –2 penalty on ranged attack rolls and on Perception checks.
Severe Wind: In addition to automatically extinguishing any unprotected flames, winds of this magnitude cause protected flames (such as those of lanterns) to dance wildly and have a 50% chance of extinguishing these lights. Ranged weapon attacks and Perception checks are at a –4 penalty.
Windstorm: Powerful enough to bring down branches if not whole trees, windstorms automatically extinguish unprotected flames and have a 75% chance of blowing out protected flames, such as those of lanterns. Ranged weapon attacks are impossible, and even siege weapons have a –4 penalty on attack rolls. Perception checks that rely on sound are at a –8 penalty due to the howling of the wind.
Hurricane-Force Wind: All flames are extinguished. Ranged attacks are impossible (except with siege weapons, which have a –8 penalty on attack rolls). Perception checks based on sound are impossible: all characters can hear is the roaring of the wind. Hurricane-force winds often fell trees.
Tornado: All flames are extinguished. All ranged attacks are impossible (even with siege weapons), as are sound-based Perception checks. While natural winds of severity level 7 can result in a tornado, magically-altered winds of severity level 7 affects too small of an area to create this phenomenon. (Instead of being blown away [see Table: Wind], characters in close proximity to a tornado who fail their Fortitude saves are sucked toward the tornado. Those who come in contact with the actual funnel cloud are picked up and whirled around for 1d10 rounds, taking 6d6 points of damage per round, before being violently expelled (falling damage might apply). While a tornado’s rotational speed can be as great as 300 mph, the funnel itself moves forward at an average of 30 mph [roughly 250 feet per round]. A tornado uproots trees, destroys buildings, and causes similar forms of major destruction.)
Table: Wind
| Severity Level |
Wind Speed |
Ranged Attacks Normal/Siege Weapons^ |
Checked Size^^ |
Blown Away Size^^^ |
Fly Penalty |
| 1 (light) |
0–10 mph |
—/— |
— |
— |
— |
| 2 (moderate) |
11–20 mph |
—/— |
— |
— |
— |
| 3 (strong) |
21–30 mph |
–2/— |
Tiny |
— |
–2 |
| 4 (severe) |
31–50 mph |
–4/— |
Small |
Tiny |
–4 |
| 5 (windstorm) |
51–74 mph |
Impossible/–4 |
Medium |
Small |
–8 |
| 6 (hurricane) |
75–174 mph |
Impossible/–8 |
Large |
Medium |
–12 |
| 7 (tornado) |
175–300 mph |
Impossible/impossible |
Huge |
Large |
–16 |
^ The siege weapon category includes ballista and catapult attacks as well as boulders tossed by giants.
^^ Checked Size: Creatures of this size or smaller are unable to move forward against the force of the wind unless they succeed on a DC 10 Strength check (if on the ground) or a DC 20 Fly check if airborne.
^^^ Blown Away Size: Creatures on the ground are knocked prone and rolled 1d4 × 10 feet, taking 1d4 points of nonlethal damage per 10 feet, unless they succeed at a DC 15 Strength check. Flying creatures are blown back 2d6 × 10 feet and take 2d6 points of nonlethal damage due to battering and buffeting, unless they succeed at a DC 25 Fly check.
Other Wind Effects
Duststorm: When severity level 4 winds are created in a desert, it can create a duststorm, blowing fine grains of sand that obscure vision, smother unprotected flames, and can even choke protected flames (50% chance). At severity level 5, a duststorm deals 1d3 points of nonlethal damage each round to anyone caught out in the open without shelter and also poses a choking hazard (see Drowning, except that a character with a scarf or similar protection across her mouth and nose does not begin to choke until after a number of rounds equal to 10 + her Constitution score).
Cold
Cold environments can deal either lethal or nonlethal cold damage to a creature. A creature dealt damage in this manner becomes fatigued (frostbitten), and cannot recover from fatigue or damage until warmed up. If a character takes an amount of nonlethal cold damage equal to her total hit points, any further damage from a cold environment is lethal cold damage.
Characters wearing a cold weather suit treat the Cold as if it were 1 level lower in severity, and may use the Survival skill to gain bonuses to saving throws against Cold. A large fire can be used to create an area of warmth in a cold environment. Cold deals damage according to Table: Cold.
Table: Cold
| Severity Level |
Effects |
| 3 (below 40° F) |
Fortitude save each hour (DC 15, +1 per previous check) or take 1d6 points of nonlethal cold damage. |
| 4 (below 0° F) |
Same as level 3, but a check every 10 minutes. |
| 5 (below –20° F) |
1d6 lethal cold damage every minute (no save) and a Fortitude save (DC 15, +1 per previous check) or take 1d4 nonlethal cold damage. |
| 6 (below -60° F) |
Same as severity level 5, but damage and Fortitude saves happen each round. |
| 7 (below -120° F) |
3d6 lethal cold damage each round (no save). Being encased in ice increases this to 10d6. |
Heat
Heat works very similarly to Cold. Hot environments can deal lethal or nonlethal fire damage to a creature. A creature dealt damage in this manner becomes fatigued (heatstroke), and cannot recover from fatigue or damage until cooled off (reaches shade, survives until nightfall, gets doused in water, and so forth). If a character takes an amount of nonlethal fire damage equal to her total hit points, any further damage from a hot environment is lethal fire damage.
Characters in heavy clothing or armor take a -4 penalty on their saves against Heat. Creatures may use the Survival skill to gain bonuses to saving throws against Heat. Heat deals damage according to Table: Heat.
Table: Heat
| Severity Level |
Effects |
| 3 (above 90° F) |
Fortitude save each hour (DC 15, +1 per previous check) or take 1d4 points of nonlethal fire damage. |
| 4 (above 110° F) |
Same as level 3, but a check every 10 minutes. |
| 5 (above 140° F) |
1d6 lethal fire damage every minute (no save), and a Fortitude save every 5 minutes (DC 15, +1 per previous check) or take 1d4 nonlethal fire damage. |
| 6 (above 180° F) |
Same as severity level 5, but damage and Fortitude saves happen each round. |
| 7 (above 212° F) |
3d6 lethal fire damage each round, no save. Immersion in boiling liquids increases this to 10d6. |
Precipitation
Precipitation has the most severe interaction with the other weather categories, as the conditions change depending on the temperature and wind.
When combined with Cold severity 4 or higher, snow effects are added to rain effects. When combined with Wind severity 4 or higher, storm effects are added to the rain effects. When combined with both Cold severity 4 and Wind severity 4, this results in rain, snow, and storm effects. Mist and fog are the exceptions to this, as they only appear when rain is not combined with either snow nor storm.
Severity of the snow or storm effects depends on the severity of the Precipitation, not the severity of the Wind or Cold.
Note: While water freezes at Cold severity 3, magic cannot cause rain to instantly become snow as it falls until severity level 4, since the magical water/cold is only augmenting the natural process, not replacing it.
Table: Precipitation Severity
| Level |
Rain Effects |
Combined with Cold 4 and higher (Snow Effects) |
Combined with Winds 4 and higher (Storm Effects) |
| 1 |
None |
None |
None |
| 2 |
Mist |
Light frost |
Mist |
| 3 |
Light/fog |
Snow |
Light storm |
| 4 |
Moderate |
Heavy snow |
Storm |
| 5 |
Heavy |
Blizzard |
Powerful storm |
| 6 |
Flash flood |
Great blizzard |
Monsoon |
| 7 |
Great flood |
Avalanche |
Typhoon |
Rain Effects
Mist: Mist grants all creatures concealment from any creatures over 100 feet away (all attacks suffer a 20% miss chance).
Fog: The caster may create light rain or fog. If fog is chosen, it obscures all sight beyond 5 feet, including darkvision. Creatures 5 feet away have concealment.
Other rain effects: Beginning at severity level 4, rain has the same effect on fires, ranged attacks, and Perception checks as wind of equal severity level. This does not stack with the penalties provided by wind. The rain also cuts visibility ranges by half, resulting in an additional –4 penalty on Perception checks due to poor visibility. It rains about 1 inch per hour at severity 4, 2 inches per hour at severity level 5, 5 inches per hour at severity level 6, and 10 inches per hour at severity level 7.
Snow Effects
Snow causes squares to count as difficult terrain. This requires 24 hours of snow at severity level 1, 8 hours at severity level 2, 1 hour at severity level 3, and happens immediately at severity level 4. At severity level 5, snow obscures vision as fog does. It costs 4 squares of movement to enter a square covered with heavy snow (about 2 feet). This requires 24 hours at severity level 4, 8 hours at severity level 5, 1 hour at severity level 6, and happens immediately at severity level 7. Heavy snow accompanied by strong or severe winds might also result in snowdrifts 1d4 × 5 feet deep, especially in and around objects big enough to deflect the wind—a cabin or a large tent, for instance.
Storm Effects
Beginning at severity level 4, storms will randomly strike a square with lightning, dealing 4d8 electricity damage (Reflex half) to everything in or above that square. This happens once per minute. This damage increases by 2d8 for every severity level above 4, to a maximum of 10d8 at severity level 7.
Aridity
As Heat is the opposite of Cold, Aridity is the opposite of Precipitation. If the Precipitation is lowered below step 1 of Precipitation, it becomes step 2 of Aridity. If the Aridity is lowered below step 1 of Aridity, it becomes step 2 of Precipitation. Water left in open air loses about an inch of height per day for every level of combined severity between Heat and Aridity
This becomes 2 inches per combined level at Aridity severity level 6, and 4 inches per combined level for Aridity severity level 7.
In normal conditions, a character can go without water for 1 day plus a number of hours equal to his Constitution score. After this time, the character must succeed at a Constitution check each hour (DC 10, +1 for each previous check) or take 1d6 points of nonlethal damage. Characters that take an amount of nonlethal damage equal to their total hit points begin to take lethal damage instead.
Beginning at severity level 2, all creatures suffer a penalty equal to the Aridity severity level to all saving throws against effects that would cause fatigue or exhaustion, as well as to saving throws made against thirst. At Aridity severity level 3 creatures must drink twice as much water per day to stay healthy.
At severity level 4, the amount of time a character can go without water before they must begin attempting checks, as well as the time between checks, is cut in half (12 + 1/2 Constitution modifier hours, checks every 30 minutes). This time is cut in half again for each severity level above 4.
Even if they are drinking enough water, targets in areas of extreme magically-enhanced aridity still suffer terrible effects as the water in their bodies is constantly sucked up by the environment around them. Targets in areas of high aridity suffer the same chance of suffering nonlethal damage (from desiccation) and suffering fatigue (but not fire damage) as if they were in Heat of the same severity level. This does not stack with the penalties provided by Heat or Cold. However, if combined with Wind or Heat of severity level 4 or higher, the combined effects drain the energy from all living creatures, rendering them sickened for as long as they are within this environment.
Characters who have taken nonlethal damage due to desiccation or from a lack of food or water are fatigued. Nonlethal damage from thirst or starvation cannot be recovered until the character gets food or water, as needed, or until they receive magical healing.
Other Weather Effects
There are weather categories that are not able to be manipulated by basic wielders of control weather, but can become available through taking certain talents. These weather categories are as follows:
Ash
Ash is treated as snow, except that, beginning at severity level 4, any creature inhaling it must succeed at a DC 15 Fortitude save each round or be staggered for one round. The DC increases by 1 for each previous save and by 2 for each severity category above 4. Any creature moving through difficult terrain created by ash takes 1d6 slashing damage for every 10 feet they move (rounded up). Moving through heavy ash causes 1d6 slashing damage for every 5 feet.
Ash is a type of volcanic weather, and thus requires the Volcano Lord advanced talent to create.
Fallout [Cata. HB]
Fallout of severity level 3 forces creatures inside the area to attempt a Fortitude save each hour (DC 15, +1 per previous check) or take 1 point of Constitution damage.
Severity level 4 functions as severity level 3, save that checks must be made every 10 minutes rather than every hour.
Severity level 5 functions as severity level 4, save that checks must be made every minute rather than every hour and Constitution damage improves to 1d2.
Severity level 6 functions as severity level 5, save that checks must be made every round rather than every minute and the Constitution damage becomes 1d4 Constitution drain.
Severity level 7 functions as severity level 6, save that it deals 2d4 points of Constitution drain.
Damage from fallout is a poison effect.
Fallout is a type of radioactive weather, and thus requires the Radiation Lord advanced talent to create.
Vog
Vog of severity level 2 and 3 act as mist and fog. Starting at severity level 4 it also causes all in the area to become sickened until it leaves the area (Fortitude DC 15 negates, the DC increases by 1 per previous save). For each severity level above 4, the DC increases by 2. At severity level 6, all within the area are nauseated as long as they remain in the area and for 1d6+1 rounds after they exit. At severity level 7, they also suffer 1d6 Constitution damage per round as they inhale poisonous gas (Fortitude DC 15 negates, the DC increases by 1 per previous save).
Vog is a type of volcanic weather, and thus requires the Volcano Lord advanced talent to create.