Wiki Note: This page represents the Weather Sphere as expanded by The Tempestarian's Handbook. The following core talents were changed into Advanced Talents with this update: Boiling Lord, Cold Lord, Heat Lord, Rain Lord, and Wind Lord.
Control Weather [Core]
As a standard action, you may control all weather within Medium range, adjusting either the wind, temperature, or precipitation levels. If you are in a confined area such as inside a building, your control only extends to the edge of that space. This change in weather lasts as long as you concentrate, but you may always spend a spell point as a free action to allow this change to continue for 1 minute per caster level without concentration. When using control weather to change the weather’s severity, the change happens 1 level change per category per round until the desired severity is reached. When the effect ends, the severity of the altered weather categories returns to normal by 1 step per round. If you are maintaining the effect through concentration, the effect moves with you. If it is being maintained through a spell point, it remains stationary.Precipitation and wind have 7 steps of severity, while temperature has 13. Temperature is divided between ‘heat’ and ‘cold’, each with 7 steps of severity. (If the temperature is lowered below step 1 of cold, it becomes step 2 of heat. If the temperature is lowered below step 1 of heat, it becomes step 2 of cold). An average day of no wind, no rain, and unremarkable temperature is assumed to be at severity level 1 for all categories.
At 1st caster level, you may create weather of severity level 1, 2 or 3. This improves to severity level 4 at 7th caster level and severity level 5 at 14th caster level. You may create weather up to this severity, or lower the severity of pre-existing weather if it is within this limit. If the natural weather is of a higher severity level than you can affect, you cannot use control weather to alter that aspect of the weather.
Table: Weather ConditionsSeverity | Wind | Cold | Precipitation | Heat | Aridity | Ash | Vog |
---|---|---|---|---|---|---|---|
1 | Light | Cool | None | Cool | None | None | None |
2 | Moderate | Chilled | Mist | Warm | Dry | Light | Light |
3 | Strong | Cold | Light/Fog | Hot | Very Dry | Moderate | Moderate |
4 | Severe | Severe | Moderate | Severe | Parched | Heavy | Heavy |
5 | Windstorm | Extreme | Heavy | Extreme | Drought | Very heavy | Very heavy |
6 | Hurricane | Arctic | Flash Flood | Burning | Sere | Suffocating | Suffocating |
7 | Tornado | Killing | Great Flood | Boiling | Desiccating | Smothering | Smothering |
If two casters are controlling weather in the same location and affecting different categories, both effects happen normally. If both casters are affecting the same category, the second caster must be able to affect the weather’s new severity, and must succeed at a magic skill check to wrestle control from the first caster. On the first caster’s subsequent turn, if he maintains his own control weather effect, he must succeed at his own magic skill check to wrestle control of the weather back from the second caster. If the first caster is maintaining their effect through a spell point instead of concentration and the second caster succeeds at their magic skill check, the first caster’s weather effect is suppressed for as long as the second caster uses control weather. Once the second caster’s effect ends, the first caster’s effect resumes functioning, provided its duration hasn’t already expired.
The following is a description of all the different effects one can create with the Weather sphere. See the Pathfinder Core rulebook for more details on weather and environmental effects. Depending on the terrain, a GM could rule additional effects happen; rain can cause rivers or enclosed spaces to flood, cold can create ice sheets on flat terrain, etc. Generally, weather conditions from different categories stack. (Thus, if Wind, Cold, and Precipitation were all increased to Severity level 5, the area would be under the effects of the appropriate Wind, Cold, and Snow effects, all at the same time.)
Wind [Core]
You cannot change the direction of the wind, but you may overpower it. If you wish to change the direction of the wind, you must create a new wind of the direction you desire. If the wind is the same severity as the natural wind, the winds negate (if they oppose) or join to create a wind with a direction halfway between the two. If one wind is smaller than the other, the smaller wind is negated in favor of the stronger one.
Light Wind
A gentle breeze, having little or no game effect.
Moderate Wind
A steady wind with a 50% chance of extinguishing small, unprotected flames, such as candles.
Strong Wind
Gusts that automatically extinguish unprotected flames (candles, torches, and the like). Such gusts impose a –2 penalty on ranged attack rolls and on Perception checks.
Severe Wind
In addition to automatically extinguishing any unprotected flames, winds of this magnitude cause protected flames (such as those of lanterns) to dance wildly and have a 50% chance of extinguishing these lights. Ranged weapon attacks and Perception checks are at a –4 penalty.
Windstorm
Powerful enough to bring down branches if not whole trees, windstorms automatically extinguish unprotected flames and have a 75% chance of blowing out protected flames, such as those of lanterns. Ranged weapon attacks are impossible, and even siege weapons have a –4 penalty on attack rolls. Perception checks that rely on sound are at a –8 penalty due to the howling of the wind.
Hurricane-Force Wind
All flames are extinguished. Ranged attacks are impossible (except with siege weapons, which have a –8 penalty on attack rolls). Perception checks based on sound are impossible: all characters can hear is the roaring of the wind. Hurricane-force winds often fell trees.
Tornado
All flames are extinguished. All ranged attacks are impossible (even with siege weapons), as are sound-based Perception checks. While natural winds of severity level 7 can result in a tornado, magically-altered winds of severity level 7 affects too small of an area to create this phenomenon. (Instead of being blown away [see Table: Wind], characters in close proximity to a tornado who fail their Fortitude saves are sucked toward the tornado. Those who come in contact with the actual funnel cloud are picked up and whirled around for 1d10 rounds, taking 6d6 points of damage per round, before being violently expelled (falling damage might apply). While a tornado’s rotational speed can be as great as 300 mph, the funnel itself moves forward at an average of 30 mph [roughly 250 feet per round]. A tornado uproots trees, destroys buildings, and causes similar forms of major destruction.)
Severity Level | Wind Speed | Ranged Attacks Normal/Siege Weapons1 | Checked Size2 | Blown Away Size3 | Fly Penalty |
---|---|---|---|---|---|
1 (Light) | 0–10 mph | —/— | — | — | — |
2 (Moderate) | 11–20 mph | —/— | — | — | — |
3 (Strong) | 21–30 mph | –2/— | Tiny | — | –2 |
4 (Severe) | 31–50 mph | –4/— | Small | Tiny | –4 |
5 (Windstorm) | 51–74 mph | Impossible/–4 | Medium | Small | –8 |
6 (Hurricane) | 75–174 mph | Impossible/–8 | Large | Medium | –12 |
7 (Tornado) | 175–300 mph | Impossible/impossible | Huge | Large | –16 |
1 The siege weapon category includes ballista and catapult attacks as well as boulders tossed by giants.
2 Checked Size: Creatures of this size or smaller are unable to move forward against the force of the wind unless they succeed on a DC 10 Strength check (if on the ground) or a DC 20 Fly skill check if airborne.
3 Blown Away Size: Creatures on the ground are knocked prone and rolled 1d4 × 10 feet, taking 1d4 points of nonlethal damage per 10 feet, unless they make a DC 15 Strength check. Flying creatures are blown back 2d6 × 10 feet and take 2d6 points of nonlethal damage due to battering and buffeting, unless they succeed on a DC 25 Fly skill check.
Other Wind Effects
Duststorm [Core]
When severity level 4 winds are created in a desert, it can create a duststorm, blowing fine grains of sand that obscure vision, smother unprotected flames, and can even choke protected flames (50% chance). At severity level 5, a duststorm deals 1d3 points of nonlethal damage each round to anyone caught out in the open without shelter and also poses a choking hazard (see Drowning, except that a character with a scarf or similar protection across her mouth and nose does not begin to choke until after a number of rounds equal to 10 + her Constitution score).
Cold [Core]
Cold environments can deal either lethal cold damage or nonlethal damage to a creature. A creature dealt damage in this manner becomes fatigued (frostbitten), and cannot recover from fatigue or damage until warmed up. If a character takes an amount of nonlethal damage equal to her total hit points, any further damage from a cold environment is lethal damage.
Characters wearing a cold weather suit treat the cold as if it were 1 level lower in severity, and may use the Survival skill to gain bonuses to saving throws against cold. A large fire can be used to create an area of warmth in a cold environment. Cold deals damage according to Table: Cold.
Table: ColdSeverity Level | Effects |
---|---|
3 (below 40° F) | Fortitude save each hour (DC 15, +1 per previous check) or take 1d6 points of nonlethal damage. |
4 (below 0° F) | Same as level 3, but a check every 10 minutes. |
5 (below –20° F) | 1d6 cold damage every minute (no save) and a Fortitude save (DC 15, +1 per previous check) or take 1d4 nonlethal damage. |
6 (below -60° F) | Same as severity level 5, but damage and Fortitude saves happen each round. |
7 (below -120° F) | 3d6 cold damage each round (no save). Being encased in ice increases this to 10d6. |
Precipitation [Core]
Precipitation has the most severe interaction with the other weather categories, as the conditions change depending on the temperature and wind.
When combined with Cold severity 4 or higher, snow effects are added to rain effects. When combined with Wind severity 4 or higher, storm effects are added to the rain effects. When combined with both Cold severity 4 and Wind severity 4, this results in rain, snow, and storm effects. Mist and fog are the exceptions to this, as they only appear when rain is not combined with either snow nor storm. Severity of the snow or storm effects depends on the severity of the Precipitation, not the severity of the Wind or Cold.
Table: PrecipitationSeverity Level | Rain Effects | Combined with Cold 4 and higher (Snow Effects) | Combined with Winds 4 and higher (Storm Effects) |
---|---|---|---|
1 | None | None | None |
2 | Mist | Light Frost | Mist |
3 | Light/Fog | Snow | Light Storm |
4 | Moderate | Heavy Snow | Storm |
5 | Heavy | Blizzard | Powerful Storm |
6 | Flash Flood | Great Blizzard | Monsoon |
7 | Great Flood | Avalanche | Typhoon |
(Note: While water freezes at Cold severity 3, magic cannot cause rain to become snow as it falls until severity level 4, since the magical water/cold is only augmenting the natural process, not replacing it.)
Rain Effects [Core]
Mist [Core]
Mist grants all creatures concealment from any creatures over 100 ft away (all attacks suffer a 20% miss chance).
Fog [Core]
The caster may create light rain or fog. If fog is chosen, it obscures all sight beyond 5 feet, including Darkvision. Creatures 5 feet away have concealment.
Other rain effects [Core]
Beginning at severity level 4, rain has the same effect on fires, ranged attacks, and Perception checks as wind of equal severity level. This does not stack with the penalties provided by wind. The rain also cuts visibility ranges by half, resulting in an additional –4 penalty on Perception checks due to poor visibility.
Snow Effects [Core]
Snow causes squares to count as difficult terrain. This requires 24 hours of snow at severity level 1, 8 hours at severity level 2, 1 hour at severity level 3, and happens immediately at severity level 4. At severity level 5, snow obscures vision as fog does. It costs 4 squares of movement to enter a square covered with heavy snow (about 2 feet). This requires 24 hours at severity level 4, 8 hours at severity level 5, 1 hour at severity level 6, and happens immediately at severity level 7. Heavy snow accompanied by strong or severe winds might also result in snowdrifts 1d4 × 5 feet deep, especially in and around objects big enough to deflect the wind—a cabin or a large tent, for instance.
Storm Effects [Core]
Beginning at severity level 4, storms will randomly strike a square with lightning, dealing 4d8 electricity damage (Reflex half) to everything in or above that square. This happens once per minute. This damage increases by 2d8 for every severity level above 4, to a maximum of 10d8 at severity level 7.
Heat [Core]
Heat works very similarly to Cold. Hot environments can deal fire damage or nonlethal damage to a creature. A creature dealt damage in this manner becomes fatigued (heatstroke), and cannot recover from fatigue or damage until cooled off (reaches shade, survives until nightfall, gets doused in water, and so forth). If a character takes an amount of nonlethal damage equal to her total hit points, any further damage from a hot environment is lethal damage.
Characters in heavy clothing or armor take a -4 penalty on their saves against heat. Creatures may use the Survival skill to gain bonuses to saving throws against heat. Heat deals damage according to Table: Heat.
Table: HeatSeverity Level | Effects |
---|---|
3 (above 90° F) | Fortitude save each hour (DC 15, +1 per previous check) or take 1d4 points of nonlethal damage. |
4 (above 110° F) | Same as level 3, but a check every 10 minutes. |
5 (above 140° F) | 1d6 fire damage every minute (no save), and a Fortitude save every 5 minutes (DC 15, +1 per previous check) or take 1d4 nonlethal damage. |
6 (above 180° F) | Same as severity level 5, but damage and Fortitude saves happen each round. |
7 (above 212° F) | 3d6 fire damage each round, no save. Immersion in boiling liquids increases this to 10d6. |
Aridity
As Heat is the opposite of Cold, Aridity is the opposite of Precipitation. If the Precipitation is lowered below step 1 of Precipitation, it becomes step 2 of Aridity. If the Aridity is lowered below step 1 of Aridity, it becomes step 2 of Precipitation.
Water left in open air loses about an inch of height per day for every level of combined severity between Heat and Aridity. This increases to 2 inches for aridity severity level 6, and 4 inches for aridity severity level 7. Additionally, at Aridity severity level 3 creatures must drink twice as much water per day to stay healthy.
Beginning at severity level 2, all creatures suffer a penalty equal to the aridity severity level to all saving throws against effects that would cause fatigue or exhaustion, as well as to saving throws made against thirst, as indicated above.
At severity level 4, the amount of time a character can go without water before they must begin making checks, as well as the time between checks, is cut in half (12 + 1/2 Constitution modifier hours, checks every 30 minutes). This time is cut in half again for each severity level above 4.
Even if they are drinking enough water, targets in areas of extreme magically-enhanced aridity still suffer terrible effects as the water in their bodies is constantly sucked up by the environment around them. Targets in areas of high aridity suffer the same chance of suffering nonlethal damage and suffering fatigue (but not fire damage) as if they were in heat of the same severity level. This does not stack with the penalties provided by heat or cold. However, if combined with Wind or Heat of severity level 4 or higher, the combined effects drain the energy from all living creatures, rendering them sickened for as long as they are within this environment.
Characters who have taken nonlethal damage from lack of food or water are fatigued. Nonlethal damage from thirst or starvation cannot be recovered until the character gets food or water, as needed, or until they receive magical healing.
Ash
Ash is treated as snow, except that, beginning at severity level 4, any creature inhaling it must make a DC 15 Fortitude save each round or be staggered for one round. The DC increases by 1 for each previous save and by 2 for each severity category above 4. Any creature moving through difficult terrain created by ash takes 1d6 slashing damage for every 10 ft. they move (rounded up). Moving through heavy ash causes 1d6 slashing damage for every 5 feet.
Ash is a type of volcanic weather, and thus requires the Volcano Lord advanced talent to create.
Vog
Vog of severity level 2 and 3 act as mist and fog. Starting at severity level 4 it also causes all in the area to become sickened until it leaves the area (Fortitude DC 15 negates, the DC increases by 1 per previous save). For each severity level above 4, the DC increases by 2. At severity level 6, all within the area are nauseated as long as they remain in the area and for 1d6+1 rounds after they exit. At severity level 7, they also suffer 1d6 Constitution damage per round as they inhale poisonous gas (Fortitude DC 15 negates, the DC increases by 1 per previous save). Treat the Constitution damage from the Volcano Nature advanced talent as Vog severity level 7.
Vog is a type of volcanic weather, and thus requires the Volcano Lord advanced talent to create.
Additional Talent Types
Mantle
When you gain your first (mantle) talent, you gain the ability, as a standard action, to touch a creature and spend a spell point, bestowing your mantle upon it. A mantle lasts for one hour per caster level.
Having a mantle grants different effects depending on the the current weather conditions. Talents marked with the (mantle) tag add effects to your mantle; once you have bestowed your mantle upon a creature they gain the benefits of all (mantle) talents you have that apply to the weather in its area. Abilities and effects that reduce the severity of weather (such as the Weather incanter specialization or Protective Mantle) do not reduce the effect of mantles.
Shroud
Weather magic is well known for its ability to create widespread destruction, but sometimes tempestarians need more finesse. As a standard action you may place a shroud on a single creature within the same range as control weather (including talents or other abilities that modify that range), creating extremely localized weather.
Shroud effects persist as long as the caster concentrates. The caster may always spend a spell point as a free action to allow the effect to continue for 1 round per caster level without the need for concentration. Unlike create weather, shrouds produce no lasting effects; any rain evaporates immediately and ice sublimates to nothing. They function regardless of prevailing conditions; for example, Glare functions even in complete darkness and Heat Stroke works even in arctic levels of Cold. They also have no other effects; Karakaze, for example, does not protect against the effects of Heat.
Like control weather, shrouds can take time to grow in power. When a creature is affected by two or more shrouds of the same weather type (such as Aridity, Heat, or Storm) or is affected by a shroud and is in an area of the shroud’s weather type of severity level 3 or above, it suffers an additional effect depending on the shroud’s type. If a shroud has more than one weather type, it can trigger the added effect of any of its types. Regardless of the number of shrouds affecting a target, any additional effect only affects them once per round. The saving throw DC and the caster level for any additional effect are equal to that of the shroud affecting them. If a target is affected by multiple shrouds with different DCs and caster levels, use the highest DC and caster level for the additional effect (even if the highest caster level and highest DC are from different shrouds).
Shroud Additional Effects
- Aridity: The target takes a -4 penalty to its Constitution, which may not reduce its Constitution score below 1. It may make a Fortitude save (at its unpenalized Fortitude save bonus) at the beginning of each turn to negate this penalty for one round.
- Cold: The target takes a -2 penalty to attack rolls, Concentration checks, and AC. It may make a Will save at the beginning of each turn to ignore this penalty for one round.
- Heat: The target takes a -4 penalty to Strength, which may not reduce its Strength score below 1. It may make a Fortitude save at the beginning of each turn to negate this penalty for one round.
- Precipitation: Each round at the beginning of its turn the target must make a Reflex save or treat the square it starts in as difficult terrain. They also take a -4 penalty to Acrobatics and Climb checks, and to CMB and CMD.
- Wind: Each round at the beginning of its turn the target must make a Fortitude save or be moved 1d6 x 5 ft. in a random direction. This movement provokes attacks of opportunity. If the target cannot move this far (such as if a wall or other creature is in the way) it takes 1d6 damage per 10 ft. not traveled (minimum 1d6) and falls prone.
Weather Talents
Dry Lightning
When you are using control weather to create Wind of severity level 4 or above in an area of Aridity severity level 4 or above, you may cause lightning to strike as if there were storm effects of a severity level equal to the Wind severity level. The ability to control where lightning strikes and the increased frequency from Storm Lord applies to these lightning strikes.
Encompassing Shroud
When using a shroud, you may spend an additional spell point to affect additional creatures, up to 1 extra creature per 2 caster levels (minimum 1). Every target must be affected by the same shroud.
Focused Weather [Core]
When controlling weather, you may reduce the size of the effect down to a radius of 25 ft and may center the effect anywhere within Medium range.
Forceful Wind
When you are using control weather to create Wind, the DC to avoid being blown away in the area or to move against the wind while checked, and the penalty to Perception checks are increased by your casting ability modifier (minimum 1). The penalty to ranged attack rolls increases by half this amount (minimum 1).
Greater Size [Core]
When controlling weather, you may affect all weather within Long range of you. If you possess the Focused Weather talent, you may center that effect anywhere within Long range.
Greater Weather [Core]
When you use control weather, you may spend an extra spell point to affect 2 weather categories instead of 1, or two extra spell points to affect 3 weather categories instead of 2. You do not need to change these categories in the same way, or make them the same severity level (i.e., you may make one category more severe, while making another less severe).
Head in the Clouds
You can concentrate on two shroud effects as part of the same action. This talent may be taken more than once, each time increasing the number of shroud effects you can concentrate on as part of the same action by one.
Lengthened Weather [Core]
When you spend a spell point to allow your create weather effect to persist without concentration, you may cause the effect to persist for 1 hour per caster level instead of 1 minute per caster level.
Severe Weather [Core]
When you control weather, you may spend an extra spell point to raise the severity you can create or alter with your control weather by 1 level, to a maximum of severity level 7.
Snow Lord [Core]
When you are using control weather to create a Precipitation severity level 4 or above in an area of Cold severity level 4 or above, you can choose to change the snow to hail. Hail has the same effect on movement as snow, but it also deals 1 point of bludgeoning damage per severity level of Precipitation to everything within the affected area.
At severity level 4, the visibility penalty of rain does not apply to hail, and the -4 penalty to Perception only applies to Perception checks based on sound.
Storm Lord [Core]
When you are using control weather to create Precipitation of severity level 4 or above in an area of Wind severity level 4 or above, you can control where the lightning bolts strike. You may take this talent a total of twice. If taken twice, you may increase the frequency of lightning strikes to 1 per round.
Mantle Talents
Barometric Mantle (mantle, all)
Creatures bearing your mantle immediately know when weather within medium range is being manipulated, such as with the control weather ability. Although they don’t automatically know who or what is changing the weather, they do learn in what way the weather is being manipulated (such as what weather conditions are being affected, and whether the severity levels are being raised or lowered). They may also predict the natural weather within medium range for the next 48 hours and gain a +2 bonus to saving throws against the effect of weather (natural or magically manipulated). If you possess Greater Size, they recognize altered weather and predict natural weather at long range instead of medium, and if you possess the Climate advanced talent they recognize altered weather and predict natural weather at a range of 2 miles.
Blazing Skin (mantle, heat)
When a creature bearing your mantle is in an area of Heat of severity level 3 or higher, and is struck by a metal melee weapon, natural attack, unarmed strike, or touch attack, the attacker takes 1d4 fire damage. They may spend an immediate action to increase the damage by an additional die. For each category above hot, the die increases one step (from 1d4 to 1d6), to a maximum of 1d12 at boiling.
Boreal Glare (mantle, cold)
When a creature bearing your mantle is in an area of Cold of severity level 3 or higher, they gain a glare attack that deals 1d6 cold damage, plus 1d6 cold damage for each severity level above 3. This functions as a gaze attack with a range of 30 ft., except that it only affects a single creature each round and only if they focus on a target as a swift action. A successful Fortitude save halves this damage, and the attack is not hindered by precipitation. In addition, a creature bearing your mantle can see clearly through falling snow and sleet as if they were perfectly clear, ignoring miss chance from these obstructions, up to the normal limits of their vision.
Borne Aloft (mantle, wind)
When a creature bearing your mantle is in an area of Wind of severity level 3 or higher, they gain a 20 ft. fly speed (clumsy). For each category above severity level 3 the speed increases by 20 ft. and the maneuverability increases by one step. When using this fly speed (but not any other fly speed they might have) they ignore the negative effects of wind related to flying, such as being blown away or taking a penalty to their Fly checks.
Clear Skies (mantle, all)
Creatures bearing your mantle treat weather as one step less severe, plus one step per 10 caster levels. You may take this talent a second time at 5th caster level and a third time at 15th caster level. Each additional time you take it, creatures bearing your mantle treat weather as an additional one step less severe.
Desiccant (mantle, aridity)
When a creature bearing your mantle is in an area of Aridity of severity level 3 or higher, whenever they strike an enemy with a natural attack, unarmed strike, or touch attack (including as part of another touch attack), the target suffers 1d4 nonlethal damage. This increases by 1 die size for every severity level above 3, to a maximum of +1d12 at severity level 7.
Fluidity (mantle, precipitation)
When a creature bearing your mantle is in an area of Precipitation of severity level 3 or higher, they gain a +5 bonus to Escape Artist checks and CMD against grapples, plus +2 for each category above light rain/fog. For each two categories above light rain/fog, they count as one size smaller for the purpose of squeezing and their reach increases by 5 feet.
Frost Shield (mantle, cold)
When a creature bearing your mantle is in an area of Cold of severity level 4 or higher, they gain a +1 bonus to their AC, +1 for every severity level above 4.
Gelid Body (mantle, cold)
When a creature bearing your mantle is in an area of Cold of severity level 3 or higher, they gain cold resistance 5 and DR 5/ bludgeoning or magic, both increasing by 1 for each category above Cold severity level 3. At severity level 5 this damage resistance becomes DR/bludgeoning, and they gain vulnerability to sonic. At severity level 7, their damage resistance becomes DR/–.
High Energy (mantle, heat)
When a creature bearing your mantle is in an area of Heat of severity level 3 or higher, they gain a number of temporary hit points equal to twice the Heat’s severity level. These temporary hit points replenish every round.
Lightning Rod (mantle, storm)
When a creature bearing your mantle is in an area of Storm of severity level 4 or higher, whenever they strike an enemy with a melee weapon that is primarily made of metal or which has a metal striking surface (like most polearms and maces), the enemy is struck by a small lightning bolt dealing 2d4 electricity damage, plus 1d4 damage per each category above storm. In addition, any creature bearing your mantle gains a dodge bonus to Reflex saves against lightning strikes equal to your casting ability modifier.
Mirage Sight (mantle, heat)
When a creature bearing your mantle is in an area of Heat of severity level 3 or higher, they gain a +2 bonus, plus +2 per category above severity level 3, on saving throws against illusions. At at least severity level 5, every time they attack an opponent that has concealment, they roll their miss chance twice and use the better of the two rolls.
Mist Form (mantle, precipitation)
When a creature bearing your mantle is in an area of Precipitation of severity level 3 or higher, weapon attacks against them have a 10% miss chance, plus 10% per category above light rain/fog. This miss chance stacks with the miss chance from concealment in fog.
Mummified Flesh (mantle, aridity)
When a creature bearing your mantle is in an area of Aridity of severity level 3 or higher, they gain DR 2/slashing and fortification 25%. The damage reduction increases 1 for each severity level above 3. At severity level 4 they gain fortification 50% and at severity level 7 they gain complete immunity to critical hits and precision damage.
Razor Ice (mantle, cold)
When a creature bearing your mantle is in an area of Cold of severity level 4 or higher, their unarmed strike deals 1 additional slashing damage and any creature striking them with an unarmed strike or natural weapon takes 1 slashing damage. This damage increases by 2 for each category above severity level 4.
Sand Swimmer (mantle, aridity)
When a creature bearing your mantle is in an area of Aridity of severity level 2 or higher, they can swim through sand as if it were water at a speed of 30 ft. and gain tremorsense 30 ft. (even if they stand on ground other than sand). They may breathe sand as if it were air. The speed and tremorsense range both increase by 5 ft. per category above severity level 2. Unlike the effects of other (mantle) talents, if a creature bearing your mantle leaves an area of Aridity of severity level 2 or higher they retain the ability to swim through sand for a number of rounds equal to the last aridity severity level they were in, but not the other effects of this talent.
Sodden (mantle, precipitation)
When a creature bearing your mantle is in an area of Precipitation of severity level 3 or higher, they gain fire resistance 10, plus 5 for each category above severity level 3. At severity level 7 they instead become immune to fire damage. They can also put out fires of Small or smaller size with a touch, increasing by one size category for each severity category above severity level 3, and their weapon attacks deal +2 damage to creatures with the fire subtype, +1 damage per category above severity level 3.
Whispering Winds (mantle, wind)
All creatures bearing your mantle can talk with each other as if they were adjacent to each other, as long each conversation partner is in an area of Wind of severity level 2 or higher. This works regardless of distance or any weather between them, as long they are on the same plane. This allows them to speak and hear each other even if one of them is in an area of magical silence, though it does not allow them to speak verbal components.
Wind Tunnel (mantle, wind)
Ranged attacks by creatures bearing your mantle take no penalty due to wind and can pass through wind wall and similar effects. When a creature bearing your mantle is in an area of Wind of severity level 2 or higher, they gain a +1 bonus to all ranged weapon attacks. This bonus increases by +1 for every 2 severity levels above 2.
Zephyr’s Flight (mantle, wind)
When a creature bearing your mantle is in an area of Wind of severity level 2 or higher, they gain a +5 ft. bonus to all their movement speeds, plus +5 ft. per category above severity level 2.
Shroud Talents
Battering Winds (shroud, wind)
You place this shroud on a target creature, causing small eddies and gusts to constantly buffet it. The target takes a -2 penalty to Reflex saves and attack rolls. The penalty increases by -1 per 5 caster levels.
Biting Wind (shroud, wind)
You place this shroud on a target creature, targeting a biting wind at its eyes. It treats all creatures beyond 30 ft. as having concealment.
Black Ice (shroud, cold)
You place this shroud on a target creature, causing ice to form under its feet or on its wings. The target can only walk at half speed, and only by making a DC 10 Acrobatics check. If the target flies using wings, it can only fly at half speed, and only by making a DC 10 Fly check. If it fails it cannot move that round and must make a Reflex save or fall. If it fails by 5 or more it immediately falls, with no Reflex save. If the target does not move on its turn, it does not need to make this check and is not considered flat-footed for using Acrobatics to move over uneven ground.
Crackling Arc (shroud, precipitation)
You place this shroud on a target creature, causing it to be veiled in plasma that leaps to strike its allies. Each round at the beginning of its turn, one of the target’s allies, chosen at random, within close range takes electricity damage equal to 1d6 + your caster level. The ally can make a Reflex save to halve this damage.
Diamond Dust (shroud, cold)
You place this shroud on a target creature, causing the air around it to suddenly be filled with ice crystals. At the beginning of each turn the target takes cold damage equal to 1d6 + your caster level. A successful Fortitude save halves this damage.
Drench (shroud, precipitation)
You place this shroud on a target creature, causing a small cloud to follow it, pouring constantly. Unless the target takes a swift action to dry off (provoking attacks of opportunity) each round its move speed is reduced by half, to a minimum of 5 feet.
Dust Cloud (shroud, aridity)
You place this shroud on a target creature, filling the air it breathes with dry dust. At the beginning of each turn the target must succeed on a Fortitude save or begin coughing, becoming staggered for one round.
Fata Morgana (shroud, heat)
You place this shroud on a target creature, causing it to be distracted by mirages. The target takes a -2 penalty to AC and to saving throws against illusions. This penalty increases by -1 per 5 caster levels.
Glare (shroud, heat)
You place this shroud on a target creature, causing sunlight to blind it. The target is dazzled and treats all targets at a higher elevation than it as having concealment. Other creatures can also pinpoint its location in non-magical darkness, though it still has complete concealment unless they have senses that pierce the darkness.
Heat Stroke (shroud, heat)
You place this shroud on a target creature, creating a region of intense heat that befuddles them. They take a -2 penalty to all Intelligence and Wisdom-based ability checks and skill checks, and each round they take nonlethal damage equal to 1d6 + half your caster level. At 10th level it is staggered. At 20th level it is nauseated. The target may attempt a Fortitude save each round as a free action to suppress the staggered and nauseated conditions
Illuminating Shaft (shroud, aridity)
You place this shroud on a target creature, causing a beam of sunlight to reveal its position. The target takes a penalty to Stealth checks equal to -10 plus your caster level and all ranged attacks against the target gain a bonus equal to 1 plus 1 per 5 caster levels.
Intensified Weather (shroud)
Choose Aridity, Cold, Heat, Precipitation, or Wind. The target suffers the effect of that weather at severity level 3. Precipitation of severity level 3 causes light rain, not fog. If you possess talents or feats that would increase the severity of that type of weather that you can create, apply that increase to the effects of this shroud. If the target is already in weather of the chosen type at the same severity or higher, it suffers the effect of the the chosen type of weather as if it were one step more severe.
This shroud counts as whichever type of weather you chose for the purpose of causing additional effects. You may apply this shroud multiple times to a single target, choosing a different type of weather each time.
Karakaze (shroud, cold)
You place this shroud on a target creature, creating a cold, dry mountain wind to numb them. The target takes a 1d6 penalty to Dexterity, which increases by 1 at the beginning of each of its turns, to a maximum increase equal to half your caster level. This penalty cannot reduce a creature’s Dexterity below 1 and ends when this shroud does.
Personal Thunderhead (shroud, precipitation)
You place this shroud on a target creature, causing a small cloud to follow it and periodically strike it with lightning. Every time the target attempts to take a standard or full-round action, it takes electricity damage equal to 1d6 + your caster level. A successful Reflex save reduces this damage by half. This counts as taking place during the casting of a spell or the use of a sphere ability for the purpose of concentration checks. Each time the target fails a Reflex save against this shroud’s effects they must make a Fortitude save or be deafened for one round.
Sirocco (shroud, aridity)
You place this shroud on a target creature, causing a constant dry wind to sap its strength. The target is fatigued and each round it takes nonlethal damage equal to 1d6 + half your caster level. At 10th level it is instead exhausted. At the beginning of each turn the target may make a Fortitude save to reduce the damage by half and negate the fatigue for one round or reduce the exhaustion to fatigue. Unlike normal exhaustion or fatigue, the effect ends as soon as the spell’s duration expires.
Squamish (shroud, wind)
You place this shroud on a target creature, creating a constant strong wind that pushes the target back. When you place this shroud on the target, choose a direction for the wind to blow from. Each round this shroud makes a bull rush attempt from this direction against the target. Your CMB for this check is equal to your caster level + your casting ability modifier.
Weather Feats
Click the header above to visit the Sphere-Focused Feats page. This section includes feats that directly improve or rely upon this sphere.
Advanced Weather Talents
Click the header above to visit the Advanced Talents page. This page includes talents that are more powerful than the ones presented on this page - but remember, Advanced Talents are only available with GM permission.
Weather Drawbacks
Click the header above to see the Sphere-Specific Drawbacks for this sphere. If you're using the optional Casting Tradition rules, Drawbacks allow you to acquire one or more bonus talents in a sphere in exchange for a limit on using this sphere.
Archetypes Specializing In Weather
-Storm Herald
The Storm Herald is a Skald who's learned to call down the weather with their voice.
-Vajrahasta [CS]
The Vajrahasta is an Armorist who's learned how to summon weapons made of lightning.
-Weather Harvester
The Weather Harvester is an Alchemist who channels the power of weather with harvesting devices.
-Wendigo [CS]
The Wendigo is a Bloodrager who channels a ravenous snow spirit to sap the power of their foes.
Wild Magic
Wild Magic Generator
Wild Magic Table
d100 | Result |
---|---|
1 | The spell point cost of the effect increases by 1. If the caster does not have enough spell points, he is instead staggered until the end of his next turn. |
2 | All creatures within close range of the caster gain a personal rain cloud creating a category 2 rain in any space they occupy. This cloud will follow an affected creature for 10 minutes per caster level. The cloud is always above the creature’s spaces, even when teleporting or crossing planar boundaries. |
3 | Effect receives a +2 bonus to caster level. |
4 | (Combat) For 1 round per caster level, a large static buildup occurs in all allied creatures within long range of the caster, causing hair to stand on end and creating a tingling sensation for 1 round per caster level. All creatures in the area take a -1 penalty on saves against effects that deal electricity damage. This penalty increases by 1 for every 5 caster levels. |
5 | All creatures within close range of the target or center of the target area are struck by lightning, taking 1d6 electrical damage plus 1 per caster level. A Reflex save negates this damage. |
6 | The caster loses access to this sphere for 1d6 rounds. |
7 | All allies of the caster treats all categories he is affecting as 1 higher for the duration of the effect. |
8 | The casting time increases by 1 step. |
9 | The caster treats all categories he is affecting as 1 higher for the duration of the effect. |
10 | Roll twice and take both results. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect. |
11 | (Combat) Fickle winds aid motion. For 1 round per caster level, for allied creatures, all squares within close range of the caster cost half the normal movement cost. |
12 | All hostile creatures within close range of the caster are struck by lightning, dealing 1d6 electricity damage per 4 caster levels (minimum 1d6). A Reflex save negates this damage. |
13 | Wind within the caster’s control weather area blows downward in addition to its other effects. This causes all creatures within the area to be encumbered as if by a heavy load. Those already encumbered by a heavy load are instead unable to move. |
14 | For 1 hour per caster level, a dramatic fog covers the area around the caster’s feet. This does not provide any concealment to the caster, but may obscure caltrops, tripwires, and other low-lying objects. |
15 | (Combat) Fickle winds hinder motion. For 1 round per caster level, all squares within close range of the caster cost double the normal movement cost and 5-foot steps are impossible. |
16 | The caster makes a single magical skill check against all Weather sphere effects within medium range to dispel them as if using the Counterspell feat. This is resolved before the triggering effect. |
17 | The caster loses knowledge of any of the talents used in the effect (but not the base sphere) for the length of the effect (minimum 1 round). |
18 | The effect fails, but the action is not lost. Spell points or spell slots spent are lost. |
19 | Roll twice and choose the result. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect. |
20 | Wind within the caster’s control weather area blows downward in addition to its other effects. This causes all hostile creatures within the area to be encumbered as if by a heavy load. Those already encumbered by a heavy load are instead unable to move. |
21 | The spell point cost of the effect increases by 1d4. If the caster does not have enough spell points, he is instead dazed until the end of his next turn. |
22 | (Combat) Fickle winds aid motion. For 1 round per caster level, all squares within close range of the caster cost half the normal movement cost. |
23 | Roll again on the Universal wild magic table. |
24 | The caster makes a single magical skill check against all Weather sphere effects within medium range to dispel them as if using the Counterspell feat. This is resolved after the triggering effect. |
25 | (Combat) Fickle winds aid motion. For 1 round per caster level, for hostile creatures, all squares within close range of the caster cost half the normal movement cost. |
26 | Hail falls within close range of the center of the target or target area for 1 round per caster level, dealing 1 bludgeoning damage per caster level to all creatures and unattended objects. A successful Reflex save each round negates this damage. |
27 | The effect fails and the action is lost. Spell points or spell slots are not lost. |
28 | For 1 round per caster level, the caster is polymorphed into an air elemental as the Elemental Transformation talent of the Alteration sphere, granting only the elemental resistance (electricity) ability as a trait. This overrides any polymorph effects currently active on the caster. |
29 | The casting time increases by 2 steps. |
30 | The casting time decreases by 1 step. |
31 | All allied creatures within close range of the caster are struck by lightning, dealing 1d6 electricity damage per 4 caster levels (minimum 1d6). A Reflex save negates this damage. |
32 | (Combat) The caster is nauseated for 1 round. |
33 | The caster is exhausted. |
34 | The caster takes a number of points of ability damage to his casting attribute equal to the effect’s caster level/4 (minimum 1) even if he would normally be immune to ability damage. |
35 | (Combat) The caster is entangled by a miniature tornado for 1d6 rounds. |
36 | Wind within the caster’s control weather area blows upward in addition to its other effects. This acts as the Lighten talent of the Enhancement sphere on all creatures within the area, though does not permit a save. |
37 | Regardless of other weather conditions, a heavy fog (per category 2 rain) covers an area out to close range of the caster for 1 round per caster level. This effect follows the caster. |
38 | All hostile creatures within the area of effect are bull rushed away from the caster by sudden winds, using caster level plus CAM in place of CMB. This check is rolled once for all affected creatures and is rolled again each round for 1d6 rounds. |
39 | All creatures within close range of the caster are struck by lightning, taking 1d6 electrical damage plus 1 per caster level. A Reflex save negates this damage. |
40 | For 1 minute per caster level, whistling winds render all creatures within close range of the caster deaf. |
41 | Fickle winds blow away any object the caster tries to pick up for 1 hour per caster level, increasing the action required to pick up any unattended object to a full-round action. |
42 | For 1 minute per caster level, whistling winds render the caster deaf. |
43 | All creatures within the area of effect are bull rushed toward the caster by sudden winds, using caster level plus CAM in place of CMB. This check is rolled once for all creatures and is rolled again each round for 1d6 rounds. |
44 | Wind within the caster’s control weather area blows downward in addition to its other effects. This causes all allied creatures within the area to be encumbered as if by a heavy load. Those already encumbered by a heavy load are instead unable to move. |
45 | All creatures within close range of the caster are struck by lightning, dealing 1d6 electricity damage per 4 caster levels (minimum 1d6). A Reflex save negates this damage. |
46 | All allies of the caster treats all categories he is affecting as 2 higher for the duration of the effect. |
47 | The casting time decreases by 2 steps. |
48 | The caster is fatigued. |
49 | Hail falls within close range of the caster for 1 round per caster level, dealing 1 bludgeoning damage per caster level to all creatures and unattended objects. A successful Reflex save each round negates this damage. |
50 | All creatures within the area of effect are bull rushed away from the caster by sudden winds, using caster level plus CAM in place of CMB. This check is rolled once for all creatures and is rolled again each round for 1d6 rounds. |
51 | All creatures within close range of the target or target area must pass Reflex saves or be entangled by miniature tornadoes for 1d6 rounds. |
52 | Wind within the caster’s control weather area blows upward in addition to its other effects. This acts as the Lighten talent of the Enhancement sphere on all hostile creatures within the area, though does not permit a save. |
53 | The caster treats all categories he is affecting as 2 lower for the duration of the effect. |
54 | The caster treats all categories he is affecting as 2 higher for the duration of the effect. |
55 | The caster is struck by lightning, dealing 1d6 electricity damage per 2 caster levels (minimum 1d6). A Reflex save negates this damage. |
56 | A rain of frogs falls within close range of the caster for 1 round per caster level, dealing 1 bludgeoning damage damage per caster level to all creatures and unattended objects and creating difficult terrain until 1d6 rounds after the effect ends, after which the surviving frogs disperse. A successful Reflex save each round negates this damage. |
57 | Boiling rain falls within close range of the caster for 1 round per caster level, dealing 1 fire damage per caster level to all creatures and unattended objects. A successful Reflex save each round negates this damage. |
58 | All allied creatures within the area of effect are bull rushed toward the caster by sudden winds, using caster level plus CAM in place of CMB. This check is rolled once for all affected creatures and is rolled again each round for 1d6 rounds. |
59 | All creatures within long range of the caster suffer the effects of being exposed to 1 hour of category 3 heat. |
60 | Boiling rain falls within close range of the target or center of the target area for 1 round per caster level, dealing 1 fire damage per caster level to all creatures and unattended objects. A successful Reflex save each round negates this damage. |
61 | All allies of the caster treats all categories he is affecting as 1 lower for the duration of the effect. |
62 | All creatures within the area of effect are tripped by sudden winds, using caster level plus CAM in place of CMB. This check is rolled once for all creatures and is rolled again each round for 1d6 rounds. |
63 | All hostile creatures within the area of effect are tripped by sudden winds, using caster level plus CAM in place of CMB. This check is rolled once for all affected creatures and is rolled again each round for 1d6 rounds. |
64 | All hostile creatures within the area of effect are bull rushed toward the caster by sudden winds, using caster level plus CAM in place of CMB. This check is rolled once for all affected creatures and is rolled again each round for 1d6 rounds. |
65 | Acid rain falls within close range of the caster for 1 round per caster level, dealing 1 acid damage per caster level to all creatures and unattended objects. A successful Fortitude save each round negates this damage. |
66 | Acid rain falls within close range of the target or center of the target area for 1 round per caster level, dealing 1 acid damage per caster level to all creatures and unattended objects. A successful Fortitude save each round negates this damage. |
67 | (Combat) For 1 round per caster level, a large static buildup occurs in all creatures within long range of the caster, causing hair to stand on end and creating a tingling sensation for 1 round per caster level. All creatures in the area take a -1 penalty on saves against effects that deal electricity damage. This penalty increases by 1 for every 5 caster levels. |
68 | The caster gains a personal rain cloud for 1 hour per caster level, creating a category 2 rain in any space he occupies. This cloud will follow the caster for 10 minutes per caster level. The cloud is always above the caster’s space, even when teleporting or crossing planar boundaries. |
69 | Wind within the caster’s control weather area blows upward in addition to its other effects. This acts as the Lighten talent of the Enhancement sphere on all allied creatures within the area, though does not permit a save. |
70 | The caster is bull rushed in a random direction by sudden winds, using caster level plus CAM in place of CMB. This check is rolled again each round for 1d6 rounds. |
71 | (Combat) Fickle winds hinder motion. For 1 round per caster level, for allied creatures, all squares within close range of the caster cost double the normal movement cost and 5-foot steps are impossible. |
72 | All creatures within close range of the caster must pass Reflex saves or be entangled by miniature tornadoes for 1d6 rounds. |
73 | All hostile creatures treat all categories the caster is affecting as 2 lower for the duration of the effect. |
74 | All hostile creatures treat all categories the caster is affecting as 1 lower for the duration of the effect. |
75 | Black blood falls within close range of the caster for 1 round per caster level, dealing 1 negative energy damage per caster level to all creatures. A successful Reflex save each round negates this damage. |
76 | All allied creatures within the area of effect are tripped by sudden winds, using caster level plus CAM in pace of CMB. This check is rolled once for all affected creatures and is rolled again each round for 1d6 rounds. |
77 | All allied creatures within the area of effect are bull rushed away from the caster by sudden winds, using caster level plus CAM in place of CMB. This check is rolled once for all affected creatures and is rolled again each round for 1d6 rounds. |
78 | A rain of frogs falls within close range of the target or center of the target area for 1 round per caster level, dealing 1 bludgeoning damage per caster level to all creatures and unattended objects and creating difficult terrain until 1d6 rounds after the effect ends, after which the surviving frogs disperse. A successful Reflex save each round negates this damage. |
79 | Regardless of other weather conditions, a heavy fog (per category 2 rain) covers an area out to close range of the caster for 1 round per caster level. This effect remains stationary. |
80 | The caster takes 1d4 Constitution damage even if he would normally be immune to ability damage. Creatures without a Constitution score instead take Charisma damage. |
81 | Black blood falls within close range of the target or center of the target area for 1 round per caster level, dealing 1 negative energy damage per caster level to all creatures. A successful Reflex save each round negates this damage. |
82 | All creatures within close range of the target or center of the target area gain a personal rain cloud creating a category 2 rain in any space they occupy. This cloud will follow an affected creature for 10 minutes per caster level. The cloud is always above the creature’s space, even when teleporting or crossing planar boundaries. |
83 | The caster is tripped by sudden winds, using caster level plus CAM in place of CMB. This check is rolled again each round for 1d6 rounds. |
84 | (Combat) Fickle winds hinder motion. For 1 round per caster level, for hostile creatures, all squares within close range of the caster cost double the normal movement cost and 5-foot steps are impossible. |
85 | All hostile creatures treat all categories the caster is affecting as 2 higher for the duration of the effect. |
86 | A powerful updraft forms out to close range of the caster for 1 minute per caster level. All creatures and objects in that area area treated as one size smaller for the purposes of effects that would lift them such as the lift ability of the Telekinesis sphere. Additionally, all creatures take a penalty on Fly checks equal to half caster level, but all creatures with a fly speed are treated as having the Hover feat. |
87 | All allies of the caster treats all categories he is affecting as 2 lower for the duration of the effect. |
88 | The caster is struck by lightning once per round, dealing 1 electricity damage per caster level for a number of rounds equal to caster level. |
89 | The caster gains knowledge of one talent of his choice from this sphere for 1 round. |
90 | The effect fails and the action is lost. Spell points or spell slots are lost. |
91 | (Combat) For 1 round per caster level, a large static buildup occurs in all hostile creatures within long range of the caster, causing hair to stand on end and creating a tingling sensation for 1 round per caster level. All creatures in the area take a -1 penalty on saves against effects that deal electricity damage. This penalty increases by 1 for every 5 caster levels. |
92 | All creatures within long range of the caster suffer the effects of being exposed to 1 hour of category 3 cold. |
93 | (Combat) The caster is dazed for 1 round. |
94 | The caster treats all categories he is affecting as 1 lower for the duration of the effect. |
95 | All hostile creatures treat all categories the caster is affecting as 1 higher for the duration of the effect. |
96 | The spell point cost of the effect decreases by 1. If the effect did not require any spell points, the caster instead gains 1 temporary spell point that expires at the end of his next turn. |
97 | The caster takes untyped nonlethal damage equal to caster level. This damage does not force concentration checks to cast or maintain sphere effects or spells. |
98 | Effect receives a -4 penalty to caster level (minimum 1). |
99 | A powerful updraft forms out to close range of the target or center of the target area for 1 minute per caster level. All creatures and objects in that area area treated as one size smaller for the purposes of effects that would lift them such as the lift ability of the Telekinesis sphere. Additionally, all creatures take a penalty on Fly checks equal to half caster level, but all creatures with a fly speed are treated as having the Hover feat. |
100 | (Combat) The caster is stunned for 1 round. |
GM Advice
This advice is from The Tempestarian's Handbook
The Power of Weather
In many ways, the base Weather sphere abilities to control weather are effects for utility first instead of combat. With nothing but the base weather sphere, a caster could summon fog or rain to cover the party during stealth, or use winds to keep the arrows of a distant enemy away. Heat and cold can be managed during long travel to avoid the pitfalls of extreme environments, or to aid a settlement in times of drought or winter.
However, focused weather experts can sometimes find that weather is one of the trickier spheres to play with, both as a GM and as a player. First, it takes significant time to change the weather, meaning by the time you bring the wind or rain or heat to a severity where it will actually make a difference in combat, the battle may be over. Second, because it covers a wide area, only affects creatures while they are in the area, and is indiscriminate in who it affects, weather often hinders a tempestarian’s allies as much as their enemies.
This handbook has tried to offer several tools to lessen these difficulties. Shrouds, as well as the Dehydration Pulse and Rain Bomb advanced talents help allow a Tempestarian to affect the course of a battle almost immediately. Shrouds also give the Tempestarian the ability to selectively target enemies and spare their friends, while Mantles make affecting allies with control weather a boon. Many tempestarians will thus find useful tools in this handbook, even if they prefer to stick to a more traditional strategy of changing the environment of the entire battlefield.
The challenges facing a GM when either a PC or an NPC uses the Weather sphere are deeper and more intractable. The same difficulties facing PCs can face NPCs, and so NPC tempestarians might be wise to pick some of the new talents available to them, though a canny DM with an intelligent NPC can get around these problems by careful encounter design. Some monsters are immune to the effects of weather, and some have other ways to avoid it. Bulettes, for example, burrow underground and are unaffected by weather while protected by a layer of earth, so a caster above ground might pummel the PCs with hail while bulettes pop up, attack, and disappear beneath the earth again.
The greater challenge comes from the sheer force available to tempestarians. With the right talents, they can batter entire battlefields with damage and control the conditions of a fight. While the individual damage done by Weather pales in comparison to the Destruction sphere, it is continuous and widespread. They can easily level structures and even entire settlements, and can do so from an early level.
To address this problem, this handbook has changed certain talents—Boiling Lord, Cold Lord, Heat Lord, Rain Lord, and Wind Lord—to be advanced magic. While GMs and groups of course have always had the prerogative to restrict the use of these talents if disruptive to play, this change encourages them to consider their power and reinforces the fact that the impact of weather needs to be considered carefully in a game where such game-altering power isn’t easily available to PCs.
In addition, GMs are strongly encouraged to remember how structures are affected by weather. In addition to the lightning rod and storm shelter (provided both for GMs and for players wishing to construct weather-resistant strongholds), structures built of hard materials such as stone are virtually impervious to damage from weather; objects take half damage from energy attacks before applying hardness, which when combined with the sheer number of hit points most structures possess, makes destroying them with weather an extremely difficult task.