Control Weather 
(Alteration)

Range: 0
Components: V, S, M
Duration: 4d6 hrs.
Casting Time: 1 turn
Area of Effect: 4d4 sq. mi.
Saving Throw: None

	The control weather spell enables a wizard to change the weather in the local area. The spell affects the weather for 4d6 hours in an area of 4d4 square miles. It requires one turn to cast the spell, and an additional 1d4 turns for the weather conditions to occur. The current weather conditions are decided by the DM, depending on the climate and season. Weather conditions have three components: precipitation, temperature, and wind. The spell can change these conditions according to the following chart.
	The upper-cased headings represent the existing weather conditions. The small headings beneath each large heading are the new conditions to which the caster can change the existing conditions. Furthermore, the caster can control the direction of the wind. For example, a day that is clear and warm with moderate wind can be controlled to become hazy, hot, and calm. Contradictions are not possible--fog and strong wind, for example. Multiple control weather spells can be used only in succession.
	The material components for this spell are burning incense and bits of earth and wood mixed in water. Obviously, this spell functions only in areas where there are appropriate climatic conditions.

Precipitation	Temperature	Wind
CLEAR WEATHER	HOT	CALM
  Very clear	   Sweltering heat	   Dead calm
  Light clouds or hazy	   Warm	   Light wind
PARTLY CLOUDY	WARM	   Moderate wind
  Clear weather	   Hot	MODERATE WIND
  Cloudy	   Cool	   Calm
  Mist/light rain/small hail	COOL	   Strong wind
  Sleet/light snow	   Warm	STRONG WIND
CLOUDY	   Cold	   Moderate wind
  Partly cloudy	COLD	   Gale
  Deep clouds	   Cool	GALE
  Fog	  Arctic cold	   Strong wind
  Heavy rain/large hail		   Storm
Driving sleet/heavy snow		STORM
		   Gale
		   Hurricane-typhoon
