Control Weather
2024 Rules
- Level & School
- 8th-level transmutation
- Casting Time
- 10 minute
- Range
- Self (5-mile radius)
- Components
- V, S, M (burning incense)
- Duration
- Concentration, 8 hours
- Classes
- Cleric, Druid, Wizard
- Source
- Player's Handbook (2024)
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 minute
- 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
- Source
- Player's Handbook (2014)
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 × 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 | Unbearable heat |
| 2 | Hot |
| 3 | Warm |
| 4 | Cool |
| 5 | Cold |
| 6 | Arctic cold |
Wind
| Stage | Condition |
|---|---|
| 1 | Calm |
| 2 | Moderate wind |
| 3 | Strong wind |
| 4 | Gale |
| 5 | Storm |
Control Weather 5.5e 2024 vs. 5e 2014 edition differences
How popular is Control Weather in 5e?
Control Weather is the #8 most popular level 8 spell (of 29) and the #4 most picked level 8 Cleric spell (of 6).
Among level 8 spells, Control Weather ranks just below Dominate Monster and just above Power Word Stun in popularity.
- #406 (of 580) most popular 5e spell
- #8 (of 29) most popular level 8 spell
- #4 (of 6) most picked level 8 Cleric spell
- #7 (of 9) most picked level 8 Druid spell
- #21 (of 24) most picked level 8 Wizard spell
Read about how this popularity data is calculated and see Control Weather visualized with all 5e spells.
Spells similar to Control Weather
Druid Grove 6th-level abjuration
It creates a lasting, configurable outdoor area that changes how a location functions, making it useful for preparation, defense, and territory control.
Players prefer Druid Grove over Control Weather
Move Earth 6th-level transmutation
Both are high-level transmutations for large-scale, non-damaging environmental manipulation rather than direct attacks.
Players prefer Move Earth over Control Weather
Earthquake 8th-level transmutation
This same-level transmutation dramatically alters the surrounding environment and can reshape a wide battlefield while requiring concentration.
Players prefer Earthquake over Control Weather
Control Water 4th-level transmutation
Shared classes and school aside, both spells manipulate natural conditions across a large outdoor area for sustained tactical and practical effects.
Players prefer Control Weather over Control Water
Hallucinatory Terrain 4th-level illusion
The spell offers broad area transformation for exploration, deception, and battlefield preparation, with especially strong overlap in druid and wizard play.
Players prefer Control Weather over Hallucinatory Terrain
Control Winds 5th-level transmutation
It is a same-school, concentration-based environmental spell that lets druids, sorcerers, and wizards reshape wind over a broad area.
Players prefer Control Weather over Control Winds