Control weather - It needs explaining


Rules Questions


Does the spell's zone of control move with the caster for the duration of the spell or is it stationary where the caster originally finishes the spell? If it does move with the caster, then wouldn't the caster be stuck in whatever awful weather they try to inflict on someone else?

With regards to the Weather Control Witch Hex, does the hex function exactly like control weather but it takes an hour to cast? Can a witch change the weather after a first type is chosen by spending an extra 10 minutes dancing? Does a witch retain control of the weather for 4d12 hours?


bump


rarzor wrote:

Does the spell's zone of control move with the caster for the duration of the spell or is it stationary where the caster originally finishes the spell? If it does move with the caster, then wouldn't the caster be stuck in whatever awful weather they try to inflict on someone else?

With regards to the Weather Control Witch Hex, does the hex function exactly like control weather but it takes an hour to cast? Can a witch change the weather after a first type is chosen by spending an extra 10 minutes dancing? Does a witch retain control of the weather for 4d12 hours?

I've also considered it to be fixed, centered on the location where the spell was cast.

Sczarni

Control Weather

Spoiler:
Control Weather
School transmutation; Level cleric/oracle 7, druid 7, sorcerer/wizard 7

CASTING
Casting Time 10 minutes; see text
Components V, S

EFFECT
Range 2 miles
Area 2-mile-radius circle, centered on you; see text
Duration 4d12 hours; see text
Saving Throw none; Spell Resistance no

Season Possible Weather
Spring Tornado, thunderstorm, sleet storm, or hot weather
Summer Torrential rain, heat wave, or hailstorm
Autumn Hot or cold weather, fog, or sleet
Winter Frigid cold, blizzard, or thaw
Late winter Hurricane-force winds or early spring

DESCRIPTION
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.

d20pfsrd.com "Magic>Duration>Areas" wrote:

Subjects, Effects, and Areas

If the spell affects creatures directly, the result travels with the subjects for the spell's duration. If the spell creates an effect, the effect lasts for the duration. The effect might move or remain still. Such an effect can be destroyed prior to when its duration ends. If the spell affects an area, then the spell stays with that area for its duration.

Creatures become subject to the spell when they enter the area and are no longer subject to it when they leave.

From that, I deduce that the area created by the control weather spell is limited to the 2 mile radius emanation, surrounding the caster when first cast. RAW, at least. I've always considered it an emanation from the caster, capable of influencing the local conditions as they move.

d20pfsrd.com "Witch>Major Hex" wrote:

Weather Control (Su): A witch with this hex can use control weather once per day, but creating the weather takes 1 full hour of chanting, dancing, and communing with her familiar.

d20pfsrd.com "Witch>Hex" wrote:

Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table: Witch. A witch cannot select an individual hex more than once.

Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch’s level + the witch’s Intelligence modifier.

Despite having the [Su] tag on the ability, the Control Weather Major Hex works just like a spell-like-ability of "control weather 1/day." In other words, just like the spell, barring any special descriptions of the [Su] ability in question (in this case, the 1 hour casting time).

Hope that helps.


To get back at your original question, you can combo Control Weather and Control Winds to make a hurricane and make an eye in the hurricane that follows you and your party around.

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