Granted Power: With power over storm and sky, you can call down the wrath of the gods upon the world below. Storm Burst (Sp): As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess. In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Lightning Lord (Sp): At 8th level, you can call down a number of bolts of lightning per day equal to your cleric level. You can call down as many bolts as you want with a single standard action, but no creature can be the target of more than one bolt and no two targets can be more than 30 feet apart. This ability otherwise functions as call lightning.
|School||Casting Time||Source Book|
|Save - Res||Level||Comps|
|Conjuration (Creation)||1 standard action||PRPG-O|
|None - No||Adp 1, Air 1, Clr 1, Darkness 1, Drd 1, Sor/Wiz 1, Water 1, Weather 1||V, S|
|1 min./level (D)||20 ft.||General|
|Effect: Cloud spreads in 20-ft. radius from you, 20 ft. high|
Fog surrounds you.
A misty vapor arises around you. It is stationary. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).
A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, or similar spell burns away the fog in the explosive or fiery spell's area. A wall of fire burns away the fog in the area into which it deals damage.
This spell does not function underwater.
|Conjuration (Creation)||1 standard action||PRPG-O|
|None - No||Drd 2, Sor/Wiz 2, Water 2, Weather 2||V, S|
|10 min./level||Medium (100 ft. + 10 ft. level)||General|
|Effect: Fog spreads in 20-ft. radius, 20 ft. high|
Fog obscures vision.
A bank of fog billows out from the point you designate. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target).
A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.
The spell does not function underwater.
|Evocation [Electricity]||1 round||PRPG-O|
|Reflex half - Yes||Drd 3, Weather 3||V, S|
|Effect: One or more 30-ft.-long vertical lines of lightning|
Calls down lightning bolts (3d6 per bolt) from sky.
Immediately upon completion of the spell, and once per round thereafter, you may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 3d6 points of electricity damage. The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spell's range (measured from your position at the time). Any creature in the target square or in the path of the bolt is affected.
You need not call a bolt of lightning immediately; other actions, even spellcasting, can be performed first. Each round after the first you may use a standard action (concentrating on the spell) to call a bolt. You may call a total number of bolts equal to your caster level (maximum 10 bolts).
If you are outdoors and in a stormy area—a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinni or an air elemental of at least Large size)—each bolt deals 3d10 points of electricity damage instead of 3d6.
This spell functions indoors or underground but not underwater.
|Conjuration (Creation) [Cold]||1 standard action||PRPG-O|
|None - No||Drd 3, Sor/Wiz 3, Weather 4||V, S, M/DF|
|Area: Cylinder (40-ft. radius, 20 ft. high)|
Hampers vision and movement.
Driving sleet blocks all sight (even darkvision) within it and causes the ground in the area to be icy. A creature can walk within or through the area of sleet at half normal speed with a DC 10 Acrobatics check. Failure means it can't move in that round, while failure by 5 or more means it falls (see the Acrobatics skill for details).
The sleet extinguishes torches and small fires.
|Evocation [Cold]||1 standard action||PRPG-O|
|None - Yes||Drd 4, Sor/Wiz 4, Water 5, Weather 5||V, S, M/DF|
|1 round/level (D)||Long||General|
|Area: Cylinder (20-ft. radius, 40 ft. high)|
Hail deals 5d6 damage in cylinder 40 ft. across.
Great magical hailstones pound down upon casting this spell, dealing 3d6 points of bludgeoning damage and 2d6 points of cold damage to every creature in the area. This damage only occurs once, when the spell is cast. For the remaining duration of the spell, heavy snow and sleet rains down in the area. Creatures inside this area take a –4 penalty on Perception skill checks and the entire area is treated as difficult terrain. At the end of the duration, the snow and hail disappear, leaving no aftereffects (other than the damage dealt).
|Transmutation [Air]||1 standard action||PRPG-O|
|Fortitude negates - No||Air 5, Drd 5, Weather 6||V, S|
|10 min./level||40 ft./level||4 hours|
|Area: 40 ft./level radius cylinder 40 ft. high|
Changes wind direction and speed.
You alter wind force in the area surrounding you. You can make the wind blow in a certain direction or manner, increase its strength, or decrease its strength. The new wind direction and strength persist until the spell ends or until you choose to alter your handiwork, which requires concentration. 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 you may choose to limit the area to any cylindrical area less than your full limit.
Wind Direction : You may choose one of four basic wind patterns to function over the spell's area.
Wind Strength : For every three caster levels, you can increase or decrease wind strength by one level. Each round on your turn, a creature in the wind must make a Fortitude save or suffer the effect of being in the windy area. See Environment for more details.
Strong winds (21+ mph) make sailing difficult.
A severe wind (31+ mph) causes minor ship and building damage.
A windstorm (51+ mph) drives most flying creatures from the skies, uproots small trees, knocks down light wooden structures, tears off roofs, and endangers ships.
Hurricane force winds (75+ mph) destroy wooden buildings, uproot large trees, and cause most ships to founder.
A tornado (175+ mph) destroys all nonfortified buildings and often uproots large trees.
|Transmutation||10 minutes; see text||PRPG-O|
|None - No||Clr 7, Drd 7, Sor/Wiz 7, Weather 7||V, S|
|4d12 hours; see text||2 miles||General|
|Area: 2-mile-radius circle, centered on you; see text|
Changes weather in local area.
You change the weather in the local area. It takes 10 minutes to cast the spell and an additional 10 minutes for the effects to manifest. You can call forth weather appropriate to the climate and season of the area you are in. You can also use this spell to cause the weather in the area to become calm and normal for the season.
You control the general tendencies of the weather, such as the direction and intensity of the wind. You cannot control specific applications of the weather—where lightning strikes, for example, or the exact path of a tornado. The weather continues as you left it for the duration, or until you use a standard action to designate a new kind of weather (which fully manifests itself 10 minutes later). Contradictory conditions are not possible simultaneously.
Control weather can do away with atmospheric phenomena (naturally occurring or otherwise) as well as create them.
A druid casting this spell doubles the duration and affects a circle with a 3-mile radius.
|Evocation [Air]||1 standard action||PRPG-O|
|Reflex negates; see text - Yes||Air 8, Drd 8, Weather 8||V, S, DF|
|1 round/level (D)||Long||General|
|Effect: Cyclone 10 ft. wide at base, 30 ft. wide at top, and 30 ft. tall|
Cyclone deals damage and can pick up creatures.
This spell creates a powerful cyclone of raging wind that moves through the air, along the ground, or over water at a speed of 60 feet per round. You can concentrate on controlling the cyclone's every movement or specify a simple program. Directing the cyclone's movement or changing its programmed movement is a standard action for you. The cyclone always moves during your turn. If the cyclone exceeds the spell's range, it moves in a random, uncontrolled fashion for 1d3 rounds and then dissipates. (You can't regain control of the cyclone, even if it comes back within range.)
Any Large or smaller creature that comes in contact with the spell effect must succeed on a Reflex save or take 3d6 points of damage. A Medium or smaller creature that fails its first save must succeed on a second one or be picked up bodily by the cyclone and held suspended in its powerful winds, taking 1d8 points of damage each round on your turn with no save allowed. You may direct the cyclone to eject any carried creatures whenever you wish, depositing the hapless souls wherever the cyclone happens to be when they are released.
|Storm of Vengeance|
|Conjuration (Summoning)||1 round||PRPG-O|
|See text - Yes||Clr 9, Drd 9, Nobility 9, Weather 9||V, S|
|Concentration (maximum 10 rounds) (D)||Long||General|
|Effect: 360-ft.-radius storm cloud|
Storm rains acid, lightning, and hail.
You create a huge black storm cloud in the air. Each creature under the cloud must succeed on a Fortitude save or be deafened for 1d4 × 10 minutes. Each round you continue to concentrate, the spell generates additional effects as noted below. Each effect occurs on your turn.
2nd Round : Acid rains down in the area, dealing 1d6 points of acid damage (no save).
3rd Round : You call six bolts of lightning down from the cloud. You decide where the bolts strike. No two bolts may be directed at the same target. Each bolt deals 10d6 points of electricity damage. A creature struck can attempt a Reflex save for half damage.
4th Round : Hailstones rain down in the area, dealing 5d6 points of bludgeoning damage (no save).
5th through 10th Rounds : Violent rain and wind gusts reduce visibility. The rain obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). Speed is reduced by three-quarters.
Ranged attacks within the area of the storm are impossible. Spells cast within the area are disrupted unless the caster succeeds on a Concentration check against a DC equal to the storm of vengeance 's save DC + the level of the spell the caster is trying to cast.