Weather

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.


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