Weather
Table of Contents
UltimateSpheresofPower.jpg
Ultimate Spheres of Power
$29.99
You can command the weather to do your bidding.

Control Weather

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, raising and lowering the severity of unaffected or no-longer affected area as described above. If it is being maintained through a spell point, it remains stationary.

Wind has 7 steps of severity, while temperature and humidity have 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.) Likewise, humidity is divided between ‘Precipitation’ and ‘Aridity’, which follows a similar setup. 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 by one severity level per 7 caster levels to a maximum of severity level 7. You may create weather of 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.

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 has not 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.)

Note: It is impossible to raise weather above severity level 7. However, for every effective level above severity level 7 a caster’s control weather would otherwise be able to reach, all numbers associated with that weather type, including DCs or penalties, are increased by 1.

Table: Weather Conditions
Severity Wind Cold Heat Precipitation Aridity Ash Vog Fallout
1 Light Cool Cool None None None None None
2 Moderate Chilled Warm Mist Dry Light Light Light
3 Strong Cold Hot Light/fog Very dry Moderate Moderate Moderate
4 Severe Severe Severe Moderate Parched Heavy Heavy Heavy
5 Windstorm Extreme Extreme Heavy Drought Very Heavy Very Heavy Very Heavy
6 Hurricane Arctic Burning Flash flood Sere Suffocating Suffocating Withering
7 Tornado Killing Boiling Great flood Desiccating Smothering Smothering Irradiating

Wind

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.)

Table: Wind
Severity Level Wind Speed Ranged Attacks Normal/Siege Weapons^ Checked Size^^ Blown Away Size^^^ 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

^ The siege weapon category includes ballista and catapult attacks as well as boulders tossed by giants.
^^ 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 check if airborne.
^^^ 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 succeed at 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 at a DC 25 Fly check.

Other Wind Effects
Duststorm: 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

Cold environments can deal either lethal or nonlethal cold 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 cold damage equal to her total hit points, any further damage from a cold environment is lethal cold 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: Cold
Severity Level Effects
3 (below 40° F) Fortitude save each hour (DC 15, +1 per previous check) or take 1d6 points of nonlethal cold damage.
4 (below 0° F) Same as level 3, but a check every 10 minutes.
5 (below –20° F) 1d6 lethal cold damage every minute (no save) and a Fortitude save (DC 15, +1 per previous check) or take 1d4 nonlethal cold damage.
6 (below -60° F) Same as severity level 5, but damage and Fortitude saves happen each round.
7 (below -120° F) 3d6 lethal cold damage each round (no save). Being encased in ice increases this to 10d6.

Heat

Heat works very similarly to Cold. Hot environments can deal lethal or nonlethal fire 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 fire damage equal to her total hit points, any further damage from a hot environment is lethal fire 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: Heat
Severity Level Effects
3 (above 90° F) Fortitude save each hour (DC 15, +1 per previous check) or take 1d4 points of nonlethal fire damage.
4 (above 110° F) Same as level 3, but a check every 10 minutes.
5 (above 140° F) 1d6 lethal fire damage every minute (no save), and a Fortitude save every 5 minutes (DC 15, +1 per previous check) or take 1d4 nonlethal fire damage.
6 (above 180° F) Same as severity level 5, but damage and Fortitude saves happen each round.
7 (above 212° F) 3d6 lethal fire damage each round, no save. Immersion in boiling liquids increases this to 10d6.

Precipitation

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.

Note: While water freezes at Cold severity 3, magic cannot cause rain to instantly become snow as it falls until severity level 4, since the magical water/cold is only augmenting the natural process, not replacing it.

Table: Precipitation Severity
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

Rain Effects
Mist: Mist grants all creatures concealment from any creatures over 100 feet away (all attacks suffer a 20% miss chance).

Fog: 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: 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. It rains about 1 inch per hour at severity 4, 2 inches per hour at severity level 5, 5 inches per hour at severity level 6, and 10 inches per hour at severity level 7.

Snow Effects
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
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.

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 becomes 2 inches per combined level at Aridity severity level 6, and 4 inches per combined level for Aridity severity level 7.

In normal conditions, a character can go without water for 1 day plus a number of hours equal to his Constitution score. After this time, the character must succeed at a Constitution check each hour (DC 10, +1 for each previous check) or take 1d6 points of nonlethal damage. Characters that take an amount of nonlethal damage equal to their total hit points begin to take lethal damage instead.

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. At Aridity severity level 3 creatures must drink twice as much water per day to stay healthy.

At severity level 4, the amount of time a character can go without water before they must begin attempting 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 (from desiccation) 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 due to desiccation or from a 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.

Other Weather Effects

There are weather categories that are not able to be manipulated by basic wielders of control weather, but can become available through taking certain talents. These weather categories are as follows:

Ash

Ash is treated as snow, except that, beginning at severity level 4, any creature inhaling it must succeed at 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 feet 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).

Vog is a type of volcanic weather, and thus requires the Volcano Lord advanced talent to create.

Fallout [Cata. HB]

Fallout of severity level 3 forces creatures inside the area to attempt a Fortitude save each hour (DC 15, +1 per previous check) or take 1 point of Constitution damage.

Severity level 4 functions as severity level 3, save that checks must be made every 10 minutes rather than every hour.

Severity level 5 functions as severity level 4, save that checks must be made every minute rather than every hour and Constitution damage improves to 1d2.

Severity level 6 functions as severity level 5, save that checks must be made every round rather than every minute and the Constitution damage becomes 1d4 Constitution drain.

Severity level 7 functions as severity level 6, save that it deals 2d4 points of Constitution drain.

Damage from fallout is a poison effect.

Fallout is a type of radioactive weather, and thus requires the Radiation Lord advanced talent to create.

Weather 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. Unwilling targets may attempt a Will save to resist a mantle being placed on them. A mantle lasts for one hour per caster level, and is subject to spell resistance.

Having a mantle grants different effects depending on 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 reduces the severity of weather (such as the Weather incanter specialization or Clear Skies mantle) do not reduce the effect of mantles.

Shroud

While control weather deals in manipulating large weather patterns, a shroud is an expression of extremely localized weather, usually only large enough to effect a single target.

You may activate a (shroud) talent as a standard action, placing that shroud on a single creature within your control weather range. Placing a shroud on a target is subject to spell resistance, but a target does not get a saving throw to resist the application of a shroud. 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 control weather, shrouds produce no lasting effects; any rain evaporates immediately, ice disappears when it leaves the target, etc. Shrouds do not counter the prevailing effects of the local weather (for example, Karakaze does not protect against the effects of Heat), but are also not affected by them (for example, Glare functions even in complete darkness and Heat Stroke works even in arctic levels of Cold).

When a creature is affected by two or more shrouds of the same weather type (such as Aridity or Heat) 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 score, which may not reduce its Constitution score below 1. It may attempt 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 attempt a Will save at the beginning of each turn to ignore this penalty for one round.

Fallout: The target takes 1 point of bleed damage for every 5 caster levels you possess.

Heat: The target takes a -4 penalty to its Strength score, which may not reduce its Strength score below 1. It may attempt 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 succeed at 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 succeed at a Fortitude save or be moved 1d6 x 5 feet 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 feet 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 Weather [mass]

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. If you possess a mantle, you may likewise increase the number of targets you affect with your mantle, but the duration is reduced from 1 hour per caster level to 10 minutes per caster level.

Focused Weather

When controlling weather, you may reduce the size of the effect down to a minimum radius of 25 feet and place the effect anywhere so long as it is contained within your control weather range.

Forceful Wind

When you are using control weather to create Wind, the DC to avoid being blown away in the area, to move against the wind while checked, and the penalty to Perception checks are all increased by your casting ability modifier (minimum 1). The penalty to ranged attack rolls increases by half this amount (minimum 1).

Greater Size [range]

When controlling weather, you may affect all weather within long range of you.

Greater Weather

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 may use a standard action spent to concentrate on a shroud to also cast a new shroud, and may maintain up to two shroud effects through concentration 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.

Instill Weather [instill]

As a standard action you may touch a small container of liquid and instill a mantle or shroud inside it, which functions as a potion or oil. You must spend a spell point to allow shrouds to endure without concentration.

An instilled liquid remains potent until you rest to regain spell points. If you have equipment on hand (such as an alchemy lab), the cost of bottles and water is considered negligible. You may target food but not an already-magical item, such as a potion. All spell points must be spent and all variables of the sphere effect must be chosen at the time the instilled liquid is created. You cannot instill multiple effects in a single liquid, nor create multiple instilled liquids with a single action.

Lengthened Weather

When you spend a spell point to allow your control 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

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

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

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.

Weather Strike [strike]

As a standard action, you may make a single weapon attack in conjunction with placing a mantle or shroud. This casting cannot be reduced below a standard action, and does not provoke attacks of opportunity, unless as usual if making a ranged attack. If the target is struck by the attack, it is also affected by the mantle or shroud. If using a scatter weapon, this only applies to a single target, chosen at the time of attack.


Mantle Talents

Barometric Mantle (mantle, all)

Creatures bearing your mantle immediately know when weather within your control weather range is being manipulated, such as with the control weather ability. Although they do not 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 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 feet, 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 feet fly speed (clumsy). For each category above severity level 3 the speed increases by 20 feet 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. This and other (mantle) talents still work according to the true severity level. 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 from desiccation. 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, +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 Wind and Precipitation 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, +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, +2 per category above severity level 3, on saving throws against illusions. At severity level 5 or higher, 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, +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 light fortification. The damage reduction increases by 1 for each severity level above 3. At severity level 4 they gain medium fortification 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.

Author's Note: The increased slashing damage applies to both unarmed strikes and natural attacks.

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 feet and gain tremorsense 30 feet (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 feet 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.

This Sparks Joy (mantle, storm) [Jester's HB]

When a creature bearing your mantle is in an area of Precipitation and Wind severity level 4 or higher, they gain a +2 morale bonus on attack rolls, damage rolls, and Will saving throws, plus 1 for each category above storm.

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 feet bonus to all their movement speeds, +5 feet 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 feet 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 succeeding at a DC 10 Acrobatics check. If the target flies using wings, it can only fly at half speed, and only by succeeding at a DC 10 Fly check. If it fails it cannot move that round and must succeed at 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 attempt 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 attempt 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, -1 per 5 caster levels. Additionally, each round they take nonlethal fire damage equal to 1d6 + half your caster level. At 10th level, half of this damage becomes lethal.

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 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 (Reflex negates). 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 succeed at 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 attempt 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.

This Does Not Spark Joy (shroud, precipitation) [Jester's HB]

You place this shroud on a target creature, dampening their spirits. Any morale bonus affecting the target is suppressed for the duration of this talent. If you spend an additional spell point when casting this shroud, any morale bonus affecting the target is instead applied as a penalty (for example, a +1 morale bonus to attack rolls would become a -1 penalty).


Advanced Weather Talents

Advanced talents are part of an optional rule and are only available with GM permission.

Biohazard [Cata. HB]

Prerequisites: Destruction sphere, Weather sphere (Radiation Lord (advanced)), caster level 10th.

Any creature which fails a Fortitude save against your Fallout of severity level 4 or greater also suffers from the secondary effect of radiation (see Radiation Blast in the Destruction sphere for rules on radiation). Fallout of severity level 4 is considered low radiation, severity level 5 is medium, severity level 6 is high, and severity level 7 is severe.

Boiling Lord

Prerequisites: Weather sphere, caster level 5th.

When using control weather to create Precipitation of severity level 4 or above in an area of Heat severity level 4 or above, you may cause the rain to boil, dealing 1d6 fire damage per Precipitation severity level per round to all creatures within the affected area.

Cacophonic Clap

Prerequisites: Weather sphere (Storm Lord), caster level 10th.

When you use Storm Lord to control where a lightning bolt strikes, you may spend a spell point to cause the strike to be accompanied by a great thunderclap. Any creature within 10 feet of the strike must succeed at a Fortitude save or be deafened for 1 hour, a Will save or be dazed for 1 round, and a Reflex save or fall prone.

Climate

Prerequisites: Weather sphere (Greater Size [range]), caster level 10th.

When controlling weather, you may spend an additional spell point to increase the effect’s size to a 2 mile radius. When altering weather in this manner, it takes 20 minutes of focused casting before the effects begin to manifest. Winds of severity level 7 can create tornados when combined with this talent, although you cannot control their path.

Climatic Shift

Prerequisites: Weather sphere (Lengthened Weather), caster level 15th.

When you use control weather you may spend 3 additional spell points to change the duration to a permanent effect, replacing the natural weather. This effect remains stationary. It cannot be dispelled, although future uses of control weather may temporarily change its weather conditions and, if combined with the use of this talent, reverse it.

Cold Lord

Prerequisites: Weather sphere, caster level 1st.

When using control weather to create cold, increase the highest severity level you may create or alter by 1. In addition, you may create an area of up to 80 feet in diameter in the center of the affected area where the change in temperature is not felt.

Contaminated Blows (mantle, radiation) [Cata. HB]

Prerequisites: Destruction sphere, Weather sphere (Radiation Lord (advanced)), caster level 10th.

When a creature bearing your mantle is in an area of Fallout of severity level 3 or higher, all of their melee attacks deal 1 additional point of acid damage plus an additional point of acid damage for every point of severity above level 4. Any creature damaged by the mantled creature’s melee attack must succeed at a Fortitude save with your Weather sphere’s DC or suffer the effects of low radiation. A creature suffering from radiation instead must succeed at a Fortitude save with your Weather sphere DC or have the level of radiation increased by one step, inflicting the new levels primary effect (to a maximum of low at severity 4, medium at severity 5, high at severity 6, and extreme at severity 7).

Contamination Lord [Cata. HB]

Prerequisites: Destruction sphere, Weather sphere (Radiation Lord), caster level 10th.

When you are using control weather to create Fallout of severity level 4 or above in an area of Wind severity level 4 or above, your fallout may ignore any immunity to poison, ability damage, or ability drain that creatures may possess (creatures without Strength or Constitution scores take 1d8 points of fire damage for every point of Constitution or Strength damage or drain they would otherwise suffer from).

Dehydration Pulse

Prerequisites: Weather sphere (Desert Lord (advanced)), caster level 5th.

While within an area with Aridity of severity level 2 or higher, you may as a standard action (but no more often than once every 1d4 rounds) spend 2 spell points to draw in the moisture from an area in a 20-foot radius surrounding yourself. Plantlife within the area dies, beds of water are drained, and living creatures within range (other than you) take 1d6 points of damage per caster level and are staggered for 1d4 rounds. A successful Fortitude save halves the damage and negates the staggered effect. Oozes, plants, and creatures with the aquatic or water subtype take double damage from this effect.

Desert Lord

Prerequisites: Weather sphere, caster level 1st.

When using control weather to create Aridity, increase the highest severity level you may create or alter by 1. In addition, you may create an area of up to 80 feet in diameter in the center of the affected area where the change in aridity is not felt.

Fire Tornadoes

Prerequisites: Nature sphere ((fire) package), Weather sphere (Wind Lord (advanced)), caster level 15th.

When you are using control weather to create or alter Wind of severity level 7 you may cause the tornadoes to become alive with fire. Any object or creature swept into the funnel cloud takes an additional 6d6 fire damage each round and are set on fire once they are expelled. Any flammable objects (including grass or other vegetation) in the tornadoes’ path that cannot be swept into the funnel cloud take 6d6 fire damage and are set on fire.

Heat Lord

Prerequisites: Weather sphere, caster level 1st.

When using control weather to create heat, increase the highest severity level you may create or alter by 1. In addition, you may create an area of up to 80 feet in diameter in the center of the affected area where the change in temperature is not felt.

Interference Cloud (shroud, radiation) [Cata. HB]

Prerequisites: Destruction sphere, Weather sphere (Radiation Lord (advanced)), caster level 10th.

You place this shroud on a target creature, causing their technological and magical equipment to fail. Whenever a creature affected by this shroud attempts to use technological or magical equipment that uses charges or spell points, there is a 20% chance that the item does not function (charges and spell points are still used up, however). This chance of failure increases by 10% at 5th level and every 5 levels thereafter.

Melt Skin (shroud, radiation) [Cata. HB]

Prerequisites: Destruction sphere, Weather sphere (Radiation Lord (advanced)), caster level 10th.

You place this shroud on a target creature, causing their skin to start melting off their body from the immense radiation. The target takes a -2 penalty to AC, Fortitude saves, and all Charisma-based skill checks. The penalties increase by 1 for every 5 caster levels you possess.

Radiation Lord [Cata. HB]

Prerequisites: Destruction sphere, Weather sphere, caster level 10th.

You can spend 2 spell points to use your control weather to create or alter Fallout. You may take this advanced talent a second time to increase the highest severity level of Fallout you may create or alter by 1. In addition, when using your control weather to affect radiation, you may choose to create an area up to 80 feet in diameter at the center of the affected area that is not subject to the radiation.

Radiotherapy (mantle, radiation) [Cata. HB]

Prerequisites: Destruction sphere, Weather sphere (Radiation Lord (advanced)), caster level 10th.

When a creature bearing your mantle is in an area of Fallout of severity level 2 or higher, they gain a +1 bonus on Fortitude saves and can attempt a new saving throw against any diseases or poisons affecting them each round. This bonus improves by +1 per 2 categories above severity level 2.

Rain Bomb

Prerequisites: Weather sphere (Rain Lord (advanced)), caster level 1st.

When you are using control weather to create Precipitation of level 3 or above, you may spend a spell point as a free action to immediately increase the Precipitation to level 7 for one round, after which the effect ends and the Precipitation level immediately returns to its previous level.

Rain Lord

Prerequisites: Weather sphere, caster level 1st.

When using control weather to create or alter precipitation, increase the highest severity level you may create or alter by 1. In addition, when using your control weather to affect precipitation, you may choose to create an area up to 80 feet in diameter at the center of the affected area that is not subject to the precipitation. Rain, snow, and storm does not gather over that area.

Tornado Lord

Prerequisites: Weather sphere (Wind Lord (advanced)), caster level 10th.

When you use control weather to affect wind, you may alter the path of a single tornado within range more precisely. Each round as a free action you may plot a course for the tornado, which may be up to 250 feet long and may have one turn of up to 90 degrees, plus one turn per 5 caster levels above 10th. Alternatively, you may cause the tornado to remain in one place. You can alter the path of a tornado caused by magically-altered wind combined with Climate.

Volcano Lord

Prerequisites: Weather sphere, Nature sphere ((earth) package, (fire) package), caster level 10th.

You can spend 2 spell points to use your control weather to create or alter Ash or Vog. You may take this advanced talent a second time to increase the highest severity level of Ash and Vog you may create or alter by 1.

Wind Lord

Prerequisites: Weather sphere, caster level 1st.

When using control weather to create or alter wind, increase the highest severity level you may create or alter by 1. In addition, when you use your control weather to affect wind, you may also turn that wind up to 90 degrees in any direction. This can change the general direction of a tornado (provided you can affect winds of that severity) although detailed control is not possible.

Not only can you control the wind’s direction, but you may also create complicated patterns. You may create an “eye” of calm air up to 80 feet in diameter at the center of the area if you so desire and may choose any of the following patterns for the wind:

  • You may create a downdraft that blows from the center outward in equal strength in all directions.
  • You may create an updraft that blows from the outer edges in toward the center in equal strength from all directions, veering upward before impinging on the eye in the center.
  • You may create a rotation that causes the winds to circle the center in a clockwise or counterclockwise fashion.

Weather Sphere Feats

Animate Tornado (Dual Sphere)

Prerequisites: Enhancement sphere (Animate Object (enhance)), Weather sphere (Tornado Lord, Wind Lord).

Benefit: You may animate a tornado, whirlwind, or dust-devil using Animate Object any time you are within wind of severity level 4 or higher. Treat this as an animated object of Huge size (even if you could not normally animate Huge objects). It has the whirlwind universal monster ability (10-20 feet high, 1d8+15 damage, DC 23), but is constantly in whirlwind form and cannot leave it. It also has the fluid and additional movement (fly) abilities, but no construction points. For every 5 caster levels above 10 you have in the Weather sphere, the tornado gains +4 Strength and the DC for its whirlwind ability gains a +2 bonus (for a total increase of 4). You may use the Bestow Intelligence and Bestow Life talents on this tornado.

Atmospheric Imbuement (Dual Sphere)

Prerequisites: Destruction sphere, Weather sphere.

Benefit: When using (blast type) talents from the air, electrical, or sonic blast type groups, or any blast type deemed appropriate by the GM, when there is an area of rain and wind both at or above category 4, your destructive blast bypasses spell resistance.

Aurora (Dual Sphere)

Prerequisites: Light sphere, Weather sphere.

Benefit: When you use control weather, you may also choose to increase the light level by one step in the same area, up to a maximum of normal light. At 10th caster level, you may increase the light level by an additional step. Areas of magical darkness in range of this effect are unaffected, their light levels remaining unchanged.

Baleful Storm (Dual Sphere)

When thunder rolls and lightning cracks, your minions rise.

Prerequisites: Death sphere (Mass Reanimate), Weather sphere (Rain Lord).

Benefit: When you use control weather to create or control Precipitation of severity 4 or more, you may choose to spend 2 additional spell points. If you do, you may reanimate any number of corpses within the area of controlled weather each round as a move action without paying the base ability spell point cost. Your Hit Dice limits apply to the total number you may reanimate with this ability, and the reanimated undead only last as long as your control weather is creating or controlling Precipitation of at least severity level 4.

Coronal Shroud (Dual Sphere)

Prerequisites: Light sphere, Weather sphere (at least one (mantle) or (shroud) talent).

Benefit: When you spend a spell point to cause a creature to glow with bright light, you may either choose to have them count as under the effect of your mantle as long as the bright light lasts or choose a type of weather, causing them to count as being under the effect of an additional shroud of that weather type.

Cumulative Nimbus (teamwork)

Prerequisites: Weather sphere (any (shroud) talent), magic skill bonus +5.

Benefit: When a creature is under the effect of shrouds produced by multiple casters with this feat, any saving throws against one of these shrouds is made against the highest DC of any such shroud. Shrouds produced by casters without this feat are unaffected and other shrouds cannot use their DC.

Haboob Lord

Prerequisites: Weather sphere, caster level 5th.

Benefit: When you are using control weather to create Wind of severity level 4 or above in an area of Aridity severity level 3 or above, you may cause a dust storm even if there is no sand or dust in the area. Dust storms blow fine grains of sand that obscure vision, smother unprotected flames, and can even choke protected flames (50% chance). At Wind severity level 5, a dust storm 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).

Layered Shroud

Prerequisites: Weather sphere (one (shroud) talent), caster level 10th.

Benefit: When you use a shroud as a standard or full-round action, you may spend a spell point to use a different shroud on the same target as a swift action. If the first shroud affected multiple targets (as with Encompassing Shroud), the second affects any one of the targets and may not be combined with Encompassing Shroud.

Localized Changes (Dual Sphere) [Jester's HB]

Prerequisites: Time sphere (Time Of The Season (time)), Weather sphere.

Benefit: While concentrating on Time Of The Season, instead of choosing a season’s additional effects (such as spring’s overgrowth or summer’s intensified heat) you may adjust the weather inside the effect’s area as though using control weather. You cannot choose a season’s additional effects if you adjust the weather inside Time Of The Season’s area. If you spend a spell point to allow Time Of The Season to continue without concentration, any weather severity changes you made continue for Time Of The Season’s duration.

Note: Changes to weather inside the area of effect should generally match a season’s normal weather, such as winter having Cold and snow and summer having Heat, subject to GM discretion. Generally speaking, wind is appropriate in any climate, but Cold, Heat, Precipitation, and Aridity will vary by season, or whatever may be appropriate for that region.

Suggested weather conditions (for each season):
Winter: Cold, Precipitation.
Spring: Heat, Precipitation.
Summer: Heat, Aridity.
Fall: Cold, Aridity.

Mantled Caster

Prerequisites: Weather sphere, any (mantle) talent, magic skill bonus +5.

Benefit: For the purposes of your (mantle) talents you are always treated as being under the effect of your mantle and gain benefits from any (mantle) talents as if the weather were one step more severe. This does not apply to other creatures you bestow your mantle on.

Rain Of Renewal (Dual Sphere) [Warden]

Prerequisite: Life sphere (Stabilizing Invigoration), Weather sphere.

Benefit: When you use control weather to create or control Precipitation of severity 2 or more, you may choose to spend 1 additional spell point. If you do, all dying creatures within the affected area immediately stabilize. Additionally, all allies have all bleed effects ended as if you had successfully used the Heal skill to perform first aid. This benefit lasts for 1 minute or until you stop concentrating on the control weather effect, whichever comes last.

Thrum Of Rain

Prerequisites: Weather sphere; bardic performance or raging song class feature.

Benefit: When you start a bardic performance or raging song, you may use your control weather ability as part of the same action. As long as the song continues, you may maintain the effect as part of the song without concentration or spending spell points. Once your performance ends, you must either begin concentrating on the effect or spend a spell point to allow it to continue without concentration.

Tornado Companion

Prerequisites: Weather sphere; animal companion with an effective druid level of 7.

Benefit: You can select a tornado to serve as your companion. You acquire and advance this creature in the same way as the companion detailed in the class feature used as a prerequisite for this feat. You can also dismiss the creature as dictated by your class feature.

Tornado (companion)

Starting Statistics
Size Large, Speed fly 50 ft. (Good); AC +3 natural armor, Attack slam (1d4); Str 16, Dex 17, Con -, Int -, Wis 3, Cha 1; Special Qualities fluid, whirlwind (10-15 ft. high, 1d4+3 damage, DC 10 + 1/2 HD + Str modifier), construct immunities, darkvision 60 ft. CMD cannot be tripped

Fluid: A tornado companion is unusually fluid; it may squeeze through tight spaces as if it were two sizes smaller than it actually is.

Mindless: Tornado companions have no Intelligence score and possess the mindless trait. In spite of this, tornado companions may learn one trick, plus additional bonus tricks as noted on Table: Animal Companion Base Statistics (in the Pathfinder RPG Core Rulebook). Tornado companions have no skill points, but they gain feats as if they had an Intelligence score as noted on Table: Animal Companion Base Statistics.

Whirlwind: A tornado companion is always in whirlwind form (see Pathfinder RPG Bestiary Appendix 3: Glossary)

Note: As a construct, a tornado companion does not gain increased hit points from a high Constitution score, but instead gains 30 bonus hit points from its size. It has base attack bonus and saving throws as normal for an animal companion.



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.


Spheres of Power by Drop Dead Studios
Using Spheres of Power
Classes
Armorist Elementalist Eliciter Fey Adept
Hedgewitch Incanter Mageknight Shifter
Soul Weaver Symbiat Thaumaturge Wraith
Prestige Classes
Bokor Forest Lord Magemage Realmwalker
Tempestarii Waking Sleeper
Spheres
Alteration Blood Conjuration Creation
Dark Death Destruction Divination
Enhancement Fallen Fey Fate Illusion
Life Light Mana Mind
Nature Protection Telekinesis Time
War Warp Weather
Other Spheres
Bear Technomancy
Rules
About Advanced Magic Advanced Talents Alternate Racial Traits Casting Traditions
Incantations Magical Items Mythic Spheres Rituals
Spellcrafting Traits Wild Magic Sphere Bestiary
Equipment
Weapons Armor Equipment Special Materials
Alchemical Items Apparatuses (Metamagic) Charms Compounds
Fabled Items Implements Marvelous Items Schematics
Scrolls Spell Engines Spellzones Talent Crystals
Feats
Admixture Anathema Aristeia Champion
Chance Channeling Combat Companion
Counterspell Damnation Drawback Extra
General Item Creation Metamagic Necrosis
Plague Protokinesis Proxy Purring
Racial Ritual Squadron Surreal
Teamwork Theurge Wild Magic
Get Ultimate Spheres of Power Get the Original RulebookU
Get Expanded OptionsU Get Expanded Options 2
Alteration HandbookU Conjuration HandbookU Creation HandbookU Dark HandbookU
Death HandbookU Destruction HandbookU Divination HandbookU Enhancement HandbookU
Fate HandbookU Illusion HandbookU Life HandbookU Light HandbookU
Mind HandbookU Nature HandbookU Protection HandbookU Telekinesis HandbookU
Time HandbookU War HandbookU Warp HandbookU Weather HandbookU
Spheres Apocrypha
Apex Shifter Casting Traditions Casting Traditions 2 Cognition Talents
Cohorts and Companions Dark ApocryphaU Debilitating Talents 2 Destruction ApocryphaU
Light ApocryphaU Nature (Air) PackageU Nature (Earth) ApocryphaU Nature (Fire) ApocryphaU
Nature (M/P/W) ApocryphaU Nature (Spirit) ApocryphaU Protokinesis ApocryphaU Sidhe Court
Other Spheres Products
Archetypes of PowerU Archetypes of Power 2 The Bear Sphere The Blood SphereU
Blood and Portents Compounds of Power The Conqueror's Handbook The Fallen Fey SphereU
Initiate's Handbook Items of PowerU The Jester's Handbook Mythic Spheres of Power
The Technomancy Sphere Treasures of the Spheres Treasures: Weapons and Tools The Wraith ClassU
Wild Magic Woodfaring Adventures Worlds of Power The Youxia's Handbook
Bestiary: Fey and Feyfolk The High Magic Handbook Realmwalker's Handbook Bestiary: Fiends of the Cosmos
Adventures
Wreckage to Deliverance Wreckage to Deliverance Player's Guide

U: Part of Ultimate Spheres of Power and does not need to be bought separately from that book

This website uses cookies. See the Legal & OGL page for important information. Any material NOT covered by the Open Game License Version 1.0a is covered by the Creative Commons Attribution-ShareAlike 3.0 License.