Nature's Wrath (Weather Sphere)

School evocation (air, cold, electricity, earth, fire, water); Level vicar 20; Sphere weather

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CASTING                                                                                                                                                                                               


Casting Time 1 minute

Components V, S, DF

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EFFECT                                                                                                                                                                                                  


Range long (400 ft. + 40 ft./level)

Area 250-ft.-radius area; see text

Duration 24 hours (see text)

Saving Throw see text; Spell Resistance see text

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DESCRIPTION                                                                                                                                                                                       


When the nature’s wrath spell is cast, you unleash the wrath of the natural world on your enemies. On the hour a variety of natural effects take place.


During the first hour of the spell, a rainstorm fills the area. This reduces the ambient temperature of the area to 40° Fahrenheit and visibility ranges by half, resulting in a –4 penalty on Perception checks. It has the same effect on flames, ranged weapon attacks, and Perception checks as severe wind.


On the second hour, the ambient temperature drops to 20° Fahrenheit, turning the rain into a snowfall. This has the same effects on visibility, ranged weapon attacks, and skill checks as the rain, and it costs 2 squares of movement to enter a snow-covered square. At the end of the spell, this leaves 1d6 inches of snow on the ground. This snowfall continues until nature’s wrath ends, though certain effects replace the snow fall for a period of time.


On the third and nineteenth hour, driving sleet replaces the snowfall. This functions as sleet storm, except that its effect fills the nature’s wrath spell area. This sleet has the same effect as rain while falling (except that its chance to extinguish protected flames is 75%) and the same effect as snow once on the ground. Once sleet storm ends, snow again continues to fill the area.


On the fifth and seventeenth hour, hail replaces the snow. This functions as ice storm, except that the snow and hail does not disappear and its effect fills the nature’s wrath spell area. In addition to the ice storm spell’s effect, the sound of falling hail makes sound-based Perception checks more difficult (–8 penalty instead of –4). Once on the ground, hail has the same effect on movement as snow. Once ice storm ends, snow again continues to fill the area.


On the seventh, eleventh, and fifteenth hour, bolts of electricity streak down to strike the area. This functions as call lighting storm, except that a single lightning bolts randomly strikes a target (or object) within in the area once every minute until all 15 bolts are used.


On the ninth and thirteenth hour, a powerful cyclone of raging wind that moves through the air, along the ground, or over water. This functions as the whirlwind spell, except that the cyclone is double the listed dimension, and it randomly moves throughout the area. If you are present, you can control the cyclone as normal.


At the end of the nature’s wrath spell, the temperature within the area returns to normal, and all snow, sleet, and hail remains for 2d4 hours, at which time it melts. The melted snow and ice then creates difficult terrain for an additional 1d4 hours.