Control Weather

A
Utility

Control Weather is a Utility spell. Utility spells solve problems outside of combat or provide unique situational advantages.

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spell that turns the sky to your will,
battlefield shaping

Control Weather is a Battlefield Shaping spell. Battlefield Shaping spells alter terrain, create obstacles, introduce hazards, and affect enemy positioning.

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storms, fog, wind, and temperature with
swift control

Control Weather is a Action Economy spell. Action Economy spells grant you more choices on future turns.

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.

2024 Rules

Level & School
8th-level transmutation
Casting Time
10 minutes
Range
Self
Components
V, S, M (burning incense)
Duration
Concentration, up to 8 hours
Classes
Cleric, Druid, Wizard

You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors. When you cast the spell, you change the current weather conditions, which are determined by the DM. You can change precipitation, temperature, and wind. It takes 1d4 × 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 Condition

1 Clear

2 Light clouds

3 Overcast or ground fog

4 Rain, hail, or snow

5 Torrential rain, driving hail, or blizzard

Temperature

Stage Condition

1 Heat wave

2 Hot

3 Warm

4 Cool

5 Cold

6 Freezing

Wind

Stage Condition

1 Calm

2 Moderate wind

3 Strong wind

4 Gale

5 Storm.

2014 Rules

Level & School
8th-level transmutation
Casting Time
10 minutes
Range
Self (5-mile radius)
Components
V, S, M (burning incense and bits of earth and wood mixed in water)
Duration
Concentration, 8 hours
Classes
Cleric, Druid, Wizard

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 GM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 × 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.

Stage Condition
1 Clear
2 Light clouds
3 Overcast or ground fog
4 Rain, hail, or snow
5 Torrential rain, driving hail, or blizzard
Stage Condition
------- -----------------
1 Unbearable heat
2 Hot
3 Warm
4 Cool
5 Cold
6 Arctic cold
Stage Condition
------- ---------------
1 Calm
2 Moderate wind
3 Strong wind
4 Gale
5 Storm

Control Weather 5.5e 2024 vs. 5e 2014 edition differences

The spell now ends if you go indoors, instead of only if you lose a clear path to the sky. The temperature table also changed: stage 1 is now Heat Wave instead of Unbearable Heat, and stage 6 is Freezing instead of Arctic Cold.

Control Weather popularity

How popular is Control Weather? It is a seldom seen spell in the game, and is chosen less than other options when available. This spell may fill a specific niche for a spellbook.

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