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
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.
- Top 25% of all level 8 spells
- Top 50% picked level 8 Wizard spell
- Bottom 50% picked level 8 Cleric spell
- Bottom 50% of all 5e spells
- Bottom 50% picked level 8 Druid spell
Read about how this popularity data is calculated.
Spells similar to Control Weather
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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
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
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Players prefer Control Weather over Control Water
Move Earth 6th-level transmutation
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Players prefer Control Weather over Move Earth
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
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Players prefer Control Weather over Control Winds