Alter Weather

You seize the air currents above you, taking control of the local weather. You must have clear sight of the sky to cast this spell, and the spell ends early if you end your turn unable to see it. When

Level
6
School
Transmutation
Casting time
action
Range
Self (1-mile radius)
Components
V, S, M
Duration
1 hour
Classes
Cleric, Druid, Wizard
Concentration
Yes

You seize the air currents above you, taking control of the local weather. You must have clear sight of the sky to cast this spell, and the spell ends early if you end your turn unable to see it.

When you cast the spell, you can choose to shift the precipitation, temperature, and wind each by one stage on the charts below. It takes 30 minutes for the conditions to change, after which you can change them again. The charts suggest weather effects, and your GM may determine any additional effects resulting from the change in weather. Your GM may rule that fire or cold resistance, hot or cold weather gear, or other measures partly or completely protect a creature against the effects. After the spell ends, the weather returns to its original state, changing at the same rate. The spell ends if you cast it again or dismiss it as an action.

Precipitation

Higher stages include all the effects of lower stages.
<table>
<thead><tr>
<th>Stage</th>
<th>Condition</th>
<th>Effects</th>
</tr></thead>
<tbody>
<tr>
<td>1</td>
<td>Clear</td>
<td>—</td>
</tr>
<tr>
<td>2</td>
<td>Light clouds</td>
<td>—</td>
</tr>
<tr>
<td>3</td>
<td>Overcast or ground fog</td>
<td>The area lacks sunlight, for effects or traits dependent on it.</td>
</tr>
<tr>
<td>4</td>
<td>Rain, hail, or snow</td>
<td>Objects and creatures are lightly obscured more than 60 feet away.</td>
</tr>
<tr>
<td>5</td>
<td>Torrential rain, driving hail, or blizzard</td>
<td>Objects and creatures are heavily obscured more than 30 feet away, and all terrain is difficult terrain.</td>
</tr>
</tbody>
</table>
<h5>Temperature</h5>
Stage 1 includes the effects of stage 2, and stage 7 includes the effects of stage 6.
<table>
<thead><tr>
<th>Stage</th>
<th>Condition</th>
<th>Effects</th>
</tr></thead>
<tbody>
<tr>
<td>1</td>
<td>Unbearable heat</td>
<td>All creatures must make a DC 10 Constitution saving throw every hour or suffer one level of exhaustion.</td>
</tr>
<tr>
<td>2</td>
<td>Hot</td>
<td>All creatures suffer disadvantage on all Constitution saves except against weather effects.</td>
</tr>
<tr>
<td>3</td>
<td>Warm</td>
<td>—</td>
</tr>
<tr>
<td>4</td>
<td>Pleasant</td>
<td>—</td>
</tr>
<tr>
<td>5</td>
<td>Cool</td>
<td>—</td>
</tr>
<tr>
<td>6</td>
<td>Cold</td>
<td>All creatures suffer disadvantage on Dexterity checks.</td>
</tr>
<tr>
<td>7</td>
<td>Bitter cold</td>
<td>All creatures must make a DC 10 Constitution saving throw every hour or suffer one level of exhaustion.</td>
</tr>
</tbody>
</table>
<h5>Wind</h5>
Higher stages include all the effects of lower stages.
<table>
<thead><tr>
<th>Stage</th>
<th>Condition</th>
<th>Effects</th>
</tr></thead>
<tbody>
<tr>
<td>1</td>
<td>Calm</td>
<td>—</td>
</tr>
<tr>
<td>2</td>
<td>Moderate wind</td>
<td>—</td>
</tr>
<tr>
<td>3</td>
<td>Strong wind</td>
<td>Ranged attacks are made at disadvantage.</td>
</tr>
<tr>
<td>4</td>
<td>Gale</td>
<td>All creatures have resistance to damage from ranged attacks.</td>
</tr>
<tr>
<td>5</td>
<td>Hurricane</td>
<td>Ranged attacks are impossible, and all movement against the wind costs twice as much.</td>
</tr>
</tbody>
</table>
<em><strong>At Higher Levels.</strong></em> When you cast this spell using a spell slot of 7th level, the duration is 8 hours, and the area increases to a 5-mile radius. When you cast this spell using a spell slot of 8th level, the duration is 24 hours, and the area increases to a 10-mile radius. When you cast this spell using a spell slot of 9th level, the duration is 7 days, and the area increases to a 25-mile radius.

Source and licence

From Spells That Don’t Suck.

Licence: SRD (CC BY 4.0).

Every licence notice Tavern Bag relies on.