Control Weather
SpellDolmenwood Player's Book · p.90
Open source p.90Weather conditions of the caster’s choosing manifest in the local area (see list of common conditions below).
Concentration: If the caster is harmed, moves, or takes any other action, the spell ends.
Outdoors only: This spell only functions outdoors.
Weather Conditions
The following are common weather conditions. Others may be possible, at the Referee’s discretion.
Calm: Clears bad weather (though side-effects—e.g. mud after rain—remain).
Extreme heat: Dries up snow or mud (including the Mire spell). Creatures in the area move at half Speed.
Fog: Visibility drops to 20′. Creatures in the area move at half Speed and, at the Referee’s option, may also have a chance of getting lost.
High winds: Creatures in the area move at half Speed. Missile fire and flight are impossible. High winds may be used to increase the sailing speed of ships by 50%. In sandy areas, high winds cause sandstorms, reducing visibility to 20′.
Rain: –2 penalty to Attack Rolls with missile weapons. Mud forms after 3 Turns, halving Speed.
Snow: Visibility drops to 20′. Creatures in the area move at half Speed. Bodies of water begin to freeze. After the snow thaws, mud remains and impedes movement.