You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don't have a clear path to the sky ends the spell early.
When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.
When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.
Precipitation:
Stage 1 - Clear
Stage 2 - Light clouds
Stage 3 - Overcast or ground fog
Stage 4 - Rain, hail or snow
Stage 5 - Torrential rain, driving hail or blizzard
Temperature:
Stage 1 - Unbearable heat
Stage 2 - Hot
Stage 3 - Warm
Stage 4 - Cool
Stage 5 - Cold
Stage 6 - Arctic cold
Wind:
Stage 1 - Calm
Stage 2 - Moderate wind
Stage 3 - Strong wind
Stage 4 - Gale
Stage 5 - Storm
Control Weather is a powerful spell that can dramatically alter the weather for up to 8 hours. However, its casting time of 10 minutes and its requirement for burning incense and bits of earth make it impractical for use in combat situations. Additionally, its high level requirement limits its accessibility to only higher-level clerics, druids, and wizards. Despite these limitations, Control Weather can be useful for strategic purposes such as creating a storm to hinder an enemy's movements or clearing a path for travel. Overall, it is a spell best reserved for situations where its effects can be carefully planned and executed.
Control Weather is D&D (Dungeons & Dragons) 5th edition content, but other TTRPGs may have their own version such as a Control Weather Pathfinder edition. Want to use Control Weather in a VTT (virtual tabletop)? Try out SendingStone for free today!
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