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Control weather says:
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.
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
Apparently, you can change the weather to a calm spring or fall rain, or a rainstorm.
In AD&D 1st and 2n edition, there was Weather summoning that, while keeping the same extreme examples, allowed weather appropriate to the climate and season and Control weather had way more finesse in controlling what you were capable to get while having clear limits on what you were capable to get, as an example you wouldn't rain unless there were at least some clouds.
While the current version has more useful "military" applications, I find the older version of Control Weather way more interesting for narrative purposes.
What are your thoughts?
A follow-up question:
Do you feel that it should be possible to stack multiple castings of the older version of Control Weather to move the weather further along one axis?
As an example:
CLEAR WEATHER -> Light clouds or hazy (first casting effect)
PARTLY CLOUDY -> Mist/Light rain/small hail (second casting of the spell)

Azothath |
PF1 simplified things and tried to tie them to game effects or fumbled the description. Spells generally came down in power level from previous editions.
Stacking(accumulation) of effects was also constrained to the best overall of individual effects. Again limiting the power of spells.
If a GM wants more (narrative or mechanical(rules)) finesse you have to house rule it.
If you want to increase the power you need to create a higher level spell. The other option is to create a more specific powerful effect with more constraints for a shorter duration (keeping Work or Energy about the same).