Skip to content
Link copied to clipboard

Control Weather 5e

Level 8 Transmutation

Control Weather is a level 8 transmutation spell in D&D 5e. Casting time: 10 minutes, range: Self (5-mile radius), duration: Concentration, up to 8 hours. Available to Cleric, Druid, Wizard.

Casting Time

10 minutes

Range

Self (5-mile radius)

Duration

Concentration, up to 8 hours

Components

V, S, M (burning incense and bits of earth and wood mixed in water)

Transmutation Level 8

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 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.

**Table

  • Control Weather (Precipitation)**
StageCondition
1Clear
2Light clouds
3Overcast or ground fog
4Rain, hail, or snow
5Torrential rain, driving hail, or blizzard

**Table

  • Control Weather (Temperature)**
StageCondition
1Unbearable heat
2Hot
3Warm
4Cool
5Cold
6Arctic cold

**Table

  • Control Weather (Wind)**
StageCondition
1Calm
2Moderate wind
3Strong wind
4Gale
5Storm
Material Components: burning incense and bits of earth and wood mixed in water
Classes: Cleric, Druid, Wizard

Use Control Weather in your campaign

Lorekeeper lets you add Control Weather to your characters, reference it during sessions, and track spell slots across encounters — all free.